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

86 points5 daysgamesindustry.biz
mynegation29 minutes ago

What engine? Is not this game played in a spreadsheet?

j-bos48 minutes ago
cassianoleal38 minutes 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!

Dzugaru33 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.

taybin2 hours ago

For a long time I was convinced they used Erlang for handling all the distributed, concurrent state. I guess not.

ManBeardPc1 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 Seems no longer maintained though.

zipy12441 minutes ago

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

NooneAtAll335 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?

tjpnz43 minutes ago

Is this unique to Stackless Python?

strobe1 hour ago

at least while ago they used Stackless Python

zipy12441 minutes ago

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

jdw641 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.

lyu0728236 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.

adrian1728 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.)