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.
I then added a few more personal preferences and suggested tools from my previous failures working with agents in Python: use uv and .venv instead of the base Python installation, use polars instead of pandas for data manipulation, only store secrets/API keys/passwords in .env while ensuring .env is in .gitignore, etc. Most of these constraints don’t tell the agent what to do, but how to do it. In general, adding a rule to my AGENTS.md whenever I encounter a fundamental behavior I don’t like has been very effective. For example, agents love using unnecessary emoji which I hate, so I added a rule:
,这一点在爱思助手下载最新版本中也有详细论述
第一百二十七条 担保人应当符合下列条件:,更多细节参见搜狗输入法2026
Российский арбитр Сергей Карасев вновь захотел поработать в Лиге чемпионов. Об этом он заявил в интервью «Чемпионату».