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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.

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实施前款行为,妨害反恐怖主义工作进行,违反《中华人民共和国反恐怖主义法》规定的,依照其规定处罚。

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