A key principle of the live-service design is server-authoritative data. This means that persistent player data needs to be stored in a remote database, not the player’s local machine. One especially heavy piece of our backend architecture that made this possible was the inventory service. The term “inventory” here is a bit overloaded given just how many of the game’s systems use it. In Towerborne nearly every piece of persistent player data is part of the inventory. Beyond traditional inventory items like weapons and gear, the inventory also includes stats, quest state, conversation history, achievement progress, and more.
20:47, 27 февраля 2026Экономика
The future of many objects, including whether they will stay in storage or be displayed, is still undecided, along with their ownership.。im钱包官方下载对此有专业解读
t.to_gpu(); // optional — Metal acceleration
,推荐阅读搜狗输入法2026获取更多信息
Фото: Министерство обороны РФ / РИА Новости。safew官方版本下载对此有专业解读
Что думаешь? Оцени!