Not already a Lego Insider? Don't panic, you can sign up here for free.
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.
,这一点在服务器推荐中也有详细论述
Show current egress rules
OsmAnd has always been about putting you in control. Our original A* routing engine, configurable via routing.xml, offered immense power. You could define intricate profiles, avoid specific road types, and truly personalize your journey. With maps optimized for minimal storage (the entire planet's car data for our new HH-routing is around a mere 800MB!), OsmAnd was a lean, mean navigating machine.