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2026-03-05 00:00:00:0本报记者3014347710http://paper.people.com.cn/rmrb/pc/content/202603/05/content_30143477.htmlhttp://paper.people.com.cn/rmrb/pad/content/202603/05/content_30143477.html11921 固本强基,建设现代化产业体系

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I don't have much to say about assets, because when you're rolling your own engine you just load up what files you want, when you need them, and move on. For all my pixel art games, I load the whole game up front and it's "fine" because the entire game is like 20mb. When I was working on Earthblade, which had larger assets, we would register them at startup and then only load them on request, disposing them after scene transitions. We just went with the most dead-simple implementation that accomplished the job.,推荐阅读PDF资料获取更多信息

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