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一开始,我们只想做个引擎。2014年4月,引擎推出。但很快我们就发现,光做引擎是不行的,因为很难在技术平台建立很高的竞争壁垒。之后,我们又开发了一系列工具。工具推出后,反响不错,内测时对CP开发效率的提升作用很大。但即便如此,还是有问题。作为现象级软件的引擎,哪怕技术再高,达到世界知名产品的水平,也就百万级别,而体量决定了公司形态。很多开发者用了我们的工具,但最后做出的游戏与我们没有任何关系。也就是说,我们还缺
At first, we just wanted to be an engine. In April 2014, the engine was introduced. But soon we found that it is not acceptable to be an engine, as it is very hard to establish a high barrier to competition in the technology platform. After that, we have developed a series of tools. After the launch of the tool, the response is good, when closed beta to enhance the efficiency of CP development a great role. But even then, there is still a problem. As a phenomenon-level software engine, even if the technology is high, reaching the level of world-renowned products, it is one million level, and the volume determines the company shape. Many developers use our tools, but the final game has nothing to do with us. In other words, we are still missing