氪星晚报 |魅族手机或将成为历史:业务实质性停摆,3月正式退市;英伟达黄仁勋:年内将寻机进行资本运作

· · 来源:tutorial资讯

Over those two weeks we had to solve numerous problems. Building the Native AOT DLL on each platform. Loading it from the Unreal game client. Invoking exported DLL functions from C++. And so forth. There were several challenges and headaches along the way, but at the end of the two weeks we were able to successfully load the player’s inventory on the Unreal game client through a Native AOT DLL call on Windows, Xbox, and PS5. With this foundational proof of concept in place, we got the go ahead to begin work on a generalized solution to support all of the backend that would be required in the offline game. My initial dread from when I first heard the news about our offline pivot was gone, replaced with excitement and confidence in a novel path forward.

Again, it depends on the context. If it’s for a one-off event with a lot of people you don’t know, there’s probably no need.

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Виктория Кондратьева (Редактор отдела «Мир»)