“昨天的要坚持下去,今天的要有所深化,明天的要取得更大成效”。不做寅吃卯粮、击鼓传花的虚浮之举,而是“甘于做铺垫性的工作,甘于抓未成之事”。
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.
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Neither Netflix nor Paramount have offered much insight into how they would incorporate Warner Bros into their current offerings or seize the opportunity to launch new kinds of streaming packages.