branches. Here is a clipped excerpt from factorial, right around the point where
For instance, the current file to manage everything world related, e.g., frustum culling and drawing, terrain generation, loading chunks in and out of memory and managing shared vertex buffer pools and fences for chunks loading in and out the GPU, is around 300 lines of code, with a fair amount of those lines being dedicated to working with SDL GPU's low level graphics API. This is fairly powerful, allowing me to keep new features I iterate on in a small number of places, significantly reducing the strain of switching between different contexts to figure out what I need to do.
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For read-only query plan testing this is exactly what you want. For integration tests that modify data, you may need to re-inject statistics after each test run.
Что думаешь? Оцени!