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Глава МИД Польши призвал Европу исправить одну ошибку14:54

«Пузырь может лопнуть, как в нулевые»Тысячи инвесторов поверили в ИИ и рискуют остаться ни с чем. Почему им грозит разорение?25 октября 2025,更多细节参见pg电子官网

[ITmedia M

Что думаешь? Оцени!,详情可参考手游

Obviously this is my personal preference - and it's one of someone who has been making indie games for a long time. I used engines like Game Maker for years before transitioning to more lightweight and custom workflows. I also work in very small teams, where it's easy to make one-off tools for team members. But I want to push back that making games "from scratch" is some big impossible task - especially in 2025 with the state of open source frameworks and libraries. A lot of popular indie games are made in small frameworks like FNA, Love2D, or SDL. Making games "without an engine" doesn't literally mean opening a plain text editor and writing system calls (unless you want to). Often, the overhead of learning how to implement these systems yourself is just as time consuming as learning the proprietary workflows of the engine itself.

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fragColor = vec4(col, 1.0); // vignette/alpha applied in full shader

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