What engine? Is not this game played in a spreadsheet?
https://prosperousuniverse.com is closer, but still not actually a spreadsheet. "This is EVE Online for people who think the 3D spaceships part of EVE is time wasted away from their spreadsheets. "
EVE Online's Carbon engine is now open source: Fenris Creations explains why
61–70 of 146 posts
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#62Already used (sounds like, successfully) by the usual GitHub phishing campaigns: > found a workaround for the shader compilation bug that keeps the mesh from vanishing. I attached the fix here. https://github.com/carbonengine/trinity/issues/21 (Microsoft should stop it with the "This is not the web page you are looking for." where people specifically came looking to learn whether something was administratively blocke…
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#63Already used (sounds like, successfully) by the usual GitHub phishing campaigns: > found a workaround for the shader compilation bug that keeps the mesh from vanishing. I attached the fix here. https://github.com/carbonengine/trinity/issues/21 (Microsoft should stop it with the "This is not the web page you are looking for." where people specifically came looking to learn whether something was administratively blocke…
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#64Earlier quoted context omitted.
They don't even do orbits of basic solar system objects. Lol. Eve online has always just pretended to be a space sim.
games are about fun, if something only adds realism for no reason it's not good game design to add it
- adding various types of radiators (solid, droplet, etc.), gloving when weapons fire or engines activate, shooting them off prevents system from running
- planets on eccentric orbits with wildly varying surface conditions in mere days as the planet periodically get closer and farther to the star, from frozen solid to metals flowing like water days apart
- aerostat habitats in the atmosphere on gas giants or Venus like worlds, you could fly around but go to low (or get swept by a storm) and you might get crushed
- radiation belts, sun grazing comets or energy harvesting stations very close to a stellar body, can enter for a very limited time until even your shielded systems burn out - and good like with repair space walks!
- tidally locked bodies, where one side is always illuminated and the other one has an eternal night, with perhaps a thin habitable belt where conditions are just right for life, presenting interesting options for story telling and world building
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#65Earlier 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...
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#66Already used (sounds like, successfully) by the usual GitHub phishing campaigns: > found a workaround for the shader compilation bug that keeps the mesh from vanishing. I attached the fix here. https://github.com/carbonengine/trinity/issues/21 (Microsoft should stop it with the "This is not the web page you are looking for." where people specifically came looking to learn whether something was administratively blocke…
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#67Already used (sounds like, successfully) by the usual GitHub phishing campaigns: > found a workaround for the shader compilation bug that keeps the mesh from vanishing. I attached the fix here. https://github.com/carbonengine/trinity/issues/21 (Microsoft should stop it with the "This is not the web page you are looking for." where people specifically came looking to learn whether something was administratively blocke…
With all due respect, this reads to me as a couple of confusing non sequiturs. I took a quick look at the link you included, and it didn't help me understand what you're talking about either. Probably I'm just horrendously ignorant, but I would love to understand what you're referring to, and the point you're making about it.
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#68Earlier quoted context omitted.
It helps me to just think of all these games as early 20th century naval warfare sims with a fantasy space theme. We like dreadnoughts and have a hard time with extraterrestrial physics.
To me it seems like the engine (and the mechanics) are focused on being an MMO first and a "simulation" second. From their website "EVE Online is a community-driven spaceship MMORPG where players can play free, choosing their own path from countless options." There are concepts in the game that would be unlikely in a simulation game but are common in MMO's. Think of fast travel, instance dungeons and more. One of Eve…
The monolithic world needs to be big to spread everyone out. And it's easier to create ten thousand "systems" than it would be to create an immersive terrestrial world with a similar scale. Each EVE system is just a bunch of objects floating in a 3D space that you travel between.
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#69Already used (sounds like, successfully) by the usual GitHub phishing campaigns: > found a workaround for the shader compilation bug that keeps the mesh from vanishing. I attached the fix here. https://github.com/carbonengine/trinity/issues/21 (Microsoft should stop it with the "This is not the web page you are looking for." where people specifically came looking to learn whether something was administratively blocke…
With all due respect, this reads to me as a couple of confusing non sequiturs. I took a quick look at the link you included, and it didn't help me understand what you're talking about either. Probably I'm just horrendously ignorant, but I would love to understand what you're referring to, and the point you're making about it.
You don't run just random binaries off the Internet on your computers, do you?
Nooooo, of course you don't.
Re: EVE Online's Carbon engine is now open source: Fenris Creations explains why
#70I'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!
I bought the game when it first came out (2003? Boxed, from Target) and played with an online friend for a while. We mostly mined and we didn't really have a corporation, it was just the two of us. There wasn't much else to do at the time. At one point I fell asleep at my keyboard during a mining op. Gave up soon after. In 2015 a coworker talked me into trying it again. We joined a small corporation, swore fealty to…