What engine? Is not this game played in a spreadsheet?
Github link: https://github.com/carbonengine
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.
For a long time I was convinced they used Erlang for handling all the distributed, concurrent state. I guess not.
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 Seems no longer maintained though.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?
Is this unique to Stackless Python?
at least while ago they used Stackless Python
They moved away. Details in this blog post: https://evefrontier.com/en/news/moving-into-the-future-upgra...
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.
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.)