I’ve been lucky enough to attend six summer Olympic Games, but I’d never before photographed a Winter Olympics. They’ve always been too far away and the UK has never been a major snowsport country, which has limited their news appeal. This time it was different. With Team GB anticipating a record medal haul and the Games staged in northern Italy, I headed off with nervous excitement, lured by the promise of fast action sports occurring amid beautiful snowy vistas. I covered ski jumping, big air, ice hockey, biathlon, curling and much more. A lot of it was alien to me but it was very enjoyable. There were new rules to learn, new challenges to face – I’ve certainly never had to wear sharp crampons at a football match.
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.
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garbage? Maybe we can allocate those on the stack?