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.
另一项新增的 MaxClaw 模式,能让我们一键打通 OpenClaw 生态,而且完全不需要自己配置 API,以及承担额外的 API 费用,解决了「不知道 OpenClaw 能做什么」和「怎么部署 OpenClaw」这两个问题。
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Ранее ВСУ атаковали беспилотниками Крым. Над полуостровом перехватили 12 беспилотников. Средства противовоздушной обороны также сбили одиннадцать дронов над Краснодарским краем, восемь — над акваторией Азовского моря и семь — над акваторией Черного моря.
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Юрий Леонов (ведущий редактор отдела «Бывший СССР»)