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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.

17:44, 27 февраля 2026Экономика

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This works. From my tests with the algorithms, Codex can often speed up the algorithm by 1.5x-2x, then Opus somehow speeds up that optimized code again to a greater degree. This has been the case of all the Rust code I’ve tested: I also ran the icon-to-image and the word cloud crates through this pipeline and gained 6x cumulative speed increases in both libraries.

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Москвичей предупредили о резком похолодании09:45