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这种“快进快出”的残酷现实,正是 2 月 AI 大模型行业史无前例发布潮的缩影。短短 15 天内,国内外共计发布 20 余款大模型产品,覆盖通用、代码、视觉及视频生成等五大核心赛道。这波竞速将大模型的技术竞争推向顶峰,资本市场也一度给出了足以向海外巨头看齐的定价。大年初五(2月21日),智谱与 MiniMax 在港股首个交易日双双暴涨,市值先后突破 3000 亿港元。
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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.