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.
越来越多的「龙虾变体」也涌现出来,但是当被问到打算怎么把这个部署好的 OpenClaw 融入工作流,答案往往又是个未知数。更不用说光是部署好 OpenClaw,就有两道大关,一是要手动部署和配置复杂的模型 API,二是让人心疼的额外 API 费用。,详情可参考服务器推荐
,这一点在旺商聊官方下载中也有详细论述
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