EVE Online's Carbon engine is now open source: Fenris Creations explains why(gamesindustry.biz) |
EVE Online's Carbon engine is now open source: Fenris Creations explains why(gamesindustry.biz) |
> 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 blocked - or whether it is no longer available by choice of the affected party.)
In any case, this is the file they referenced, which is still all over GitHub under various "fix.exe" file names in likely LLM-generated issues and issue comments: https://www.virustotal.com/gui/file/d85d164e46fabb085609f258...
You don't run just random binaries off the Internet on your computers, do you?
Nooooo, of course you don't.
I ignored it because it wasn't a pull request or patch file, it came too fast, and the explanation misidentified the source of the problem.
These kinds of news make me want to find the time. Good job!
I would love the possibility of setting EVE servers where we have like instanced pre-loaded scenarios (battle for a structure for 50v50 preloaded fits, alliance tournament style fights, etc.) and can do open source. Of course they'd need to open source quite a few more things, I wonder if they could franchise the game itself this way so people setting the servers pay a bit or something (or rent the capacity, cloud style?).
AFAIK, EVE is very profitable and EVE's mother company have been trying to use this cushion to branch out into other games and exploit the IP. I believe this has been mostly failed attempts and they've been bought, sold, etc. Maybe franchising EVE itself would work better? CCP plz?
So come a year maybe, suddenly ChatGPT or Claude will know the code like the back of its hand.
Not sure about if it includes everything to make EVE online though
Edit: someone posted below that it's base disparate components, not the actual game. So you can (MIT) but you'll have to put some work in.
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.)
Eve online has always just pretended to be a space sim.
"This is EVE Online for people who think the 3D spaceships part of EVE is time wasted away from their spreadsheets. "
For anyone as ignorant as I was, it’s actually a video game. You do fly around in open space, chase or run from ships, and top-level combat is surprisingly difficult to perform. Once you get the hang of flying itself, there’s a whole dance of turning systems on and off to be most efficient with fuel, overheating of ship modules to eke out a bit more performance, and more. Or you can chill out in a high security region, auto-orbit some random asteroid belt, mindlessly mining away with a group of friends while you chat or play magic on Tabletop Sim, or something else equally distracting.
I can’t gush enough about the game. The learning curve is huge, but if you’ve got a couple of buddies you like playing games with, this is basically perfect to explore together. They just released a new starter zone, too.
In 2015 a coworker talked me into trying it again. We joined a small corporation, swore fealty to a larger corp (Brave? Band of Brothers?) and moved to low-security space. We got involved in massive 3000+ ship battles, some of which made the news. These are not as fun as you would think.
However, the most fun I had was joining 100+ ship bomber fleets that would warp in on unsuspecting mining operations and destroying billions of ISK (in game currency) worth of ships. We'd use Mumble for voice chat, which allows for a hierarchy of chat rooms, so that we could hear the fleet commander giving orders but he couldn't hear us. It was super organized and our fleet commander was really skilled.
In the end I couldn't keep up with the time commitments. For the fun stuff, you had to be online at a certain time and there was a lot of prep involved (buying the proper ships which changed all the time, getting your ships to the right station, etc). I still consider it some of the best multiplayer experiences I've ever had though. Nothing beats warping in and seeing those huge mining ships and then hearing the fleet commander start issuing targeting orders. It would raise the hair on my arms.
I played Eve for a few years as part of a corporation in Xetic and then Ascendant Frontier.
So many painful large battles (time dilation got added after I stopped playing), and some wild solo fights. My favourite was the time I got caught solo in a T2 Interceptor, when out scouting. We knew an attack was coming but didn't know where.
I screwed up, and found myself surrounded by 5 enemy player ships, with no possibility of escaping. The only thing going for me was that I was in an inty, and they were in larger ships, so I could outmanouver them. I knew I was done for. If I flew away they'd be able to hit me as the only thing keeping me safe was my radial velocity (I was orbiting the ship faster than their weapons can rotate, but that only really works 1 on 1, to the other ships you're not moving quite as fast)
It was really just about how long I could hold out and making sure I was ready to warp the moment I got podded. I constantly switched orbit between ships, trying to keep them close together so I could maintain high radial velocity, while taking pot shots at them and starting to chip away at armour, and taking glancing shots from them myself. It felt like that fight went on for hours, but it was probably only 5 or so minutes before they finally managed to pod me, and I managed to warp away to freedom. That was probably nearly 20 years ago (I stopped playing maybe late 2007 / early 2008?) and I still remember it vividly. Once I'd got myself to safety I remember just sitting in my seat staring at the screen, as the adrenaline faded.
In one of the wormhole there was an ambush, I got blown up but my buddy managed to lose them, but didn't leave the system. He started talking to them in local chat, and in the end we ended up joining them. We were playing together for a while after, but life ultimately took over for me. My buddy remained for a while. He was a long-haul trucker and would play in his downtime from various truck stops across US and Canada.
I got a lot out of Empires of Eve which tells a lot of the big stories of Eve in a very approachable multiple volumes of history books: https://www.empiresofeve.com/
The author put so much amazing work into those, including interviewing people that were there for many of those battles and compiling great visualizations to help make the battles easier to read.
NPSI = Not Purple, Shoot It!
Squad up and then move to some objective location and raise hell shooting anything (w/ coordination from squad leader since the idea is to usually pool DPSl) not in the squad.
Bombers Bar!
In a twist of fate, my corp found one of their fleets sitting in wh space waiting on their scouts...
We did the only appropriate thing and bombed them.
I think I giggled for about 3 hours after that, and recalling the story brought a smile to my face.
I'd really like to see a new game in this genre that does things better and leaves room for more ways of play.
I've followed along this game more than the ~6 month I've played it (and EVE Echoes for a year) and all I can say is that playing as an explorer can be fun. Though so much time wasted scanning solar systems. I would be logging; on travel through wormholes that connect different solar systems, mapped out within a third-party site for the corporation I was part of, particularly to mark shortcuts to the major trade hubs. And in all this time I found only two Ghost Sites[0] (my favorite PvE mission type for exploration), which are hard trials for an explorer that test your situational awareness, maneuvering, puzzle solving skills, and strategy to make the most out of them. If I would have come across more often, I would probably be hooked on the game for longer.
[0] https://www.eveonline.com/eve-academy/careers/explorer/ghost...
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.
To go deep into it I feel like social gameplay is required but there are plenty of opportunities to consume Eve Online in short bursts. Even when connected with a Corp or other player organizations like Red vs Blue. I found there is also a lot of mechanics that can be enjoyed solo or with light socialization.
To anyone considering it: I would encourage you to jump in with a free account and try it out! and fly safe!
A better approach might have been It seems the usual suspects are still abusing Github pull requests to distribute malware [...]
Humans might exercise some context-aware caution... AI agents, however?
Players in your own corporation and alliance typically have blue icons, and those you're at war with have red icons- this is based on manually-set "standings". Alliance roams typically have a NBSI policy: Not Blue, Shoot It!, which means you'll be attacking enemies and neutrals.
You would need to be careful with the process dictionary (either don't use it, or copy it over), and you'd need a way to disseminate the new process identity and to forward messages arriving at the old process. Dealing with links and monitors would be doable. The process couldn't have Port references, so no sockets or open files or driver references; those aren't network transparent and I assume you'd be doing process migration as part of node migration so those ports would have to be closed soon anyway.
I'm having trouble coming up with a usecase that this would enable. But... at WhatsApp we did do something conceptually similar I guess when a client connected on a new connection before the old connection was detected closed. The new client2server process would message the old process and the state would be transferred ... but you would probably do that in any language.
Anyway, sounds fun!
Got it wrong, because he did write some articles about the EVE economy, like this one: https://www.yanisvaroufakis.eu/2014/01/30/war-spikes-in-the-...
Time Dilation is the in-game solution for this: the simulation is throttled so the game runs slower for everybody, but doesn't kick people off. Last time I checked, time dilation could go as low as 10% normal time- meaning you can only fire at 10% normal rate, move 10% as fast, etc. It feels like your ship is flying through molasses- it's not fun, but is also more fair for all players.
Alliances that know there will be a big fight can fill out a form with Eve Online to "schedule" the fight so that star system can be migrated to a larger server before the fight.
All the surrounding systems still run at full speed. You can travel large distances and still arrive soon enough to matter in the fight. You can also die, respawn in another system, rejoin the fight, and barely miss anything. The positions in the fight therefore move even slower than time-dilation since ships on both sides are replaced so quickly.
Large groups have a massive advantage over small groups, so alliances are very large and join various alliances-of-alliances. The playerbase is often organized into only 2-3 major coalitions. At some points in history, nearly all the alliances have joined the same coalition, which leads to a strange pax-Romana called the "blue donut" (referring to all the ownable outer-systems being "blue" or allied with each other).
Also, nearly every player in a large fight just follows simple orders. Orbit A and shoot B. There are just a few people calling the shots.
Fights sometimes end just because people are bored, need to sleep, or go to work.
...why did they make a website not html-first?
However, if you're the type of person that likes to work on spreadsheets to calculate profit margins and market trends, Prosperous Universe is worth checking out.
[0] This video is worth watching the opening few minutes of just for the vibes alone (trust me) https://www.youtube.com/watch?v=rgGmKD87U3M
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 Online's strengths is that it conforms gameplay to the MMO setting. That is one of the main driving factors in it's design and allows for example for Time dilation, huge battles and continuous universe and economy that it is famous for.
This is different from for example World of Warcraft, in my view that is a RPG first MMO second. That is one of the reasons it has sharding and smaller pvp battles.
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.
And of course tide played a major role, with the Germans during the Battle of Jutland racing to get past a sand bang to avoid being stuck at open sea & be mauled even more by the British.
- 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
And even that solution is only temporary. Its possible to watch the simulation go on so long that planets begin to de-orbit the sun as the math simulation breaks down. For spoiler reasons players don't run into this issue, but it exists.
PS: If you haven't played Outer Wilds and you enjoy exploration/puzzle games go play it. Avoid spoilers if possible.
When has it ever done that.
Keep in mind, I played like starting year 3
Players can FTL, but big stuff (planets, stations) orbit realistically.
FTL only via gates or jump points, other flight only via realistic newtonian physics.
No FTL/no intra syste FTL (kinda like in Webers Honorverse SF series).
This third option limits playable areas for multiplayer games to a solar system or even a section of it (cislunar space or a gas giant + moons). And even with very advanced engines flights would still take hours or days. On the other hand this would present an interesting mechnics - once you do a burn, you know when you will arrive at your destination or encounter an enemy that already committed to a trajectory.
Then you join for the battle (or setup a battle program beforehand) before doing another burn (if you survive) & signing off again while the ship continues flying the trajectory.
Kinda like correspondence chess with hectic minutes of nuclear space ships trying to kill each other during encounters.
Ok, lets try one example, the game has a mechanic where a station has a docking port where all ships exit oriented in a single direction. Many pilots have bookmarks that allow them warp very quickly away because turning around is slow so the bookmark is oriented straight directly away from the exit. How does one deal with that in a solar system if we assume even minimal orbital simulations?. It has 9 planets 33 moons, and only the dumb players warp directly to any particular planet or moon because of course everyone expects that, so they place them in random positions in space.
Are you able to do n-body math in your head?
How does one want a realistic space game but also hate spreadsheets?
Anyway I don't need a spreadsheet to know where a moon is gonna be in N time. A simple visual simulation I can whip up with AI in minutes would do the trick.