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EVE Online's Carbon engine is now open source: Fenris Creations explains why

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Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why

#12
post #8

Earlier quoted context omitted.

Last I checked (and remember right) they used Stackless Python. Very interesting, it can serialize tasklets and send them to another machine to continue executing. Seems no longer maintained though.

They moved away. Details in this blog post: https://evefrontier.com/en/news/moving-into-the-future-upgra...

> Application error: a client-side exception has occurred (see the browser console for more information).

...why did they make a website not html-first?

Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why

#13

I've wanted to try out EVE Online for a while now. Never found the time, and it seems to be a bit of a time sink. Since I have no idea if I'm actually going to enjoy it or not, it never took priority. These kinds of news make me want to find the time. Good job!

Depends on the way you play can be a time sink, or session-like game. It is extremely deep and complex to learn from scratch though.

I've made some of the best friends playing it when I had time, friendship formed out of high stakes in this game (you regularly lose hours of grind or real money if you pay for the game - in seconds) and respect you have for each other skill.

Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why

#15

Seems like a huge chunk is missing there, these mostly seem to me like a bunch of smaller reusable components with nothing really tying it together.

Makes sense, they probably don’t want to leak _the_ secret sauce driving the game itself.

I saw some eve-specific logic in Destiny repo, like warp enter condition and warp velocity math, or entity visibility between grids.

(Also, it’s full of std::(unordered_)map/set. Surprised they didn’t try squeeze some more perf there.)

Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why

#17

Not a fan of space engines where locations are fixed.

what you want a game where they take into account the expansion of space? are we also going to model the complete breakdown of causality on the otherside of the ftl?

Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why

#18

I've wanted to try out EVE Online for a while now. Never found the time, and it seems to be a bit of a time sink. Since I have no idea if I'm actually going to enjoy it or not, it never took priority. These kinds of news make me want to find the time. Good job!

It is definitely a social game. You're not going to have a good time if you try to play it solo. At least that was the case when I played it 10+ years ago. No clue if they changed it significantly since then.

Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why

#20
post #18

I've wanted to try out EVE Online for a while now. Never found the time, and it seems to be a bit of a time sink. Since I have no idea if I'm actually going to enjoy it or not, it never took priority. These kinds of news make me want to find the time. Good job!

It is definitely a social game. You're not going to have a good time if you try to play it solo. At least that was the case when I played it 10+ years ago. No clue if they changed it significantly since then.

It hasn't, at best since then they've added more ship personalization options in the form of ship skins, and some gamification via events, daily login campaigns, and now seasonal-like content where they promote different activities. The current one started yesterday, you can track down and / or follow NPC haulers (or something like that; the event does not appear in sov null. I moved there a month ago after it seemed like that's where all the fun stuff happens)
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