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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

#92
post #7

Earlier quoted context omitted.

Is this unique to Stackless Python?

Don‘t know any other runtimes that have that by default. Probably kind of possible in Erlang or so by transferring the state, but stopping and moving a green thread in the middle of execution I’ve not seen elsewhere.

Java's RMI sounds similar ... but I haven't really seen much of that used in a robust way. You can only ship serializable state which becomes quite limiting after a while. Shipping the data and reusing the same code across nodes seems to accomplish the same thing with less headaches.

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

#93
post #35

Earlier quoted context omitted.

games are about fun, if something only adds realism for no reason it's not good game design to add it

Fun is of course subjective. Some of us care about realism more than others.

I bet some do, but not enough for anyone to ever make a commercial game that focuses on hyper-realistic, multiplayer space travel.

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

#95

Earlier quoted context omitted.

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…

What is it about the giant battles that was not fun?

Games are not as fun at 1 fps, or with 10s input lag.

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

#96

Earlier quoted context omitted.

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.

Because we may be missing comments that GitHub has deleted without leaving tombstones (which sucks), it is not entirely clear whether the person creating and responding to the issue I linked is the person trying to have others run that trojan file, or whether they have fallen victim to it .. and merely quoted the link from a now-vanished comment. In any case, this is the file they referenced, which is still all over…

It's your comment which is deficient. I happen to know what you're referring to, but this and your GP comment are written as reminders for people who already know what you're talking about, rather than being explanatory for people who don't.

A better approach might have been It seems the usual suspects are still abusing Github pull requests to distribute malware [...]

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

#97

Earlier quoted context omitted.

Are stations and jump gates still fixed in place?

how would it impact the fun of the game if they weren't?

Because fairly few players want to update space coordinates of hundreds of objects as a daily chore

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

#98

Earlier 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.

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.

Even more accurately, these generation of games are chat rooms with set dressing.

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

#99
post #8

Earlier quoted context omitted.

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?

Game websites are second only to restaurants in average UI complexity. Lots of them do extremely complicated stuff to provide game-realistic framerates to visitors so they can see if it meets their expectations (10fps or so).

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

#100
post #36

Earlier quoted context omitted.

Which ones are not?

Kerbal Space Program at a minimum

I was not aware KSP supported thousands of players on a single grid shooting each other and the calculations associated with it.
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