The N-closest or N-best dithering algorithm is a straightforward solution to the N-candidate problem. As the name suggests, the set of candidates is given by the closest palette colours to the input pixel. To determine their weights, we simply take the inverse of the distance to the input pixel. This is essentially the inverse distance weighting (IDW) method for multivariate interpolation, also known as Shepard’s method. The following pseudocode sketches out a possible implementation:
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// 入栈后栈仍保持单调递增(因为小的都被弹走了)
60W (wired), 25W (wireless)
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.