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"Whether it's our children, partners, bosses, it can affect everybody and everything," she said.

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.

Jimmy Kimm

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我之前搞一个物流轨迹查询接口的时候就栽过。这个接口要查订单库、调用三方物流接口、还要查缓存,单次请求平均耗时400ms。用传统线程池,核心线程设了200,最大线程400,队列也放了,压测QPS顶多320,再往上加并发,响应时间直接崩到3秒开外,线上时不时就报“接口超时”,每次上线都提心吊胆。