9 comments

  • mynegation 50 minutes ago
    What engine? Is not this game played in a spreadsheet?
    • sim04ful 16 minutes ago
      Jokes aside apparently they've hired economist to keep the game's market's stable.
      • Cthulhu_ 15 minutes ago
        This was at least a decade ago, but the game's economy seems to be managed well enough. Cost of having stuff transported is still 1M / jump.
    • Cthulhu_ 19 minutes ago
      Yes, but you can turn a visual representation on by pressing ctrl+shift+f9.
  • j-bos 1 hour ago
  • sushidev 13 minutes ago
    Can I use this to release my own games, and does this release includes everything needed to build games like EVE online?
  • cassianoleal 1 hour ago
    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!

    • weberer 19 minutes ago
      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.
      • Cthulhu_ 17 minutes ago
        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)
    • Dzugaru 54 minutes ago
      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.

  • taybin 2 hours ago
    For a long time I was convinced they used Erlang for handling all the distributed, concurrent state. I guess not.
    • ManBeardPc 1 hour ago
      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.
      • zipy124 1 hour ago
        They moved away. Details in this blog post: https://evefrontier.com/en/news/moving-into-the-future-upgra...
        • NooneAtAll3 56 minutes ago
          > Application error: a client-side exception has occurred (see the browser console for more information).

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

      • tjpnz 1 hour ago
        Is this unique to Stackless Python?
        • ManBeardPc 1 minute ago
          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.
    • strobe 1 hour ago
      at least while ago they used Stackless Python
  • hparadiz 33 minutes ago
    Not a fan of space engines where locations are fixed.
    • cultofmetatron 25 minutes ago
      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?
      • hparadiz 16 minutes ago
        They don't even do orbits of basic solar system objects. Lol.

        Eve online has always just pretended to be a space sim.

        • forgetfreeman 7 minutes ago
          That's inaccurate, orbital periods are a thing at least for moons. It's one of those things you'd have to spend a year or two piloting an Orca to notice though.
          • hparadiz 4 minutes ago
            Are stations and jump gates still fixed in place?
  • jdw64 1 hour ago
    I followed and forked it on GitHub. When Eve Online first came out, the graphics were stunning. I'm planning to dig into the code and take a close look at how the graphics renderer was implemented.
  • lyu07282 57 minutes ago
    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.
    • adrian17 49 minutes ago
      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.)

  • Cthulhu_ 16 minutes ago
    I hope this will lead to some AI bros quickly finding performance optimization options; the game can be very heavy on graphics despite most of what's visible being a skybox and UI elements, and the UI is often very sluggish and unresponsive, that is, they seem to be doing too much on the main thread.