that's very interesting, is there a place to read his achievements related to Steam? genuinely curious, because Steam is very popular now, and wondering what he did there, and whether his theories helped boost Steam economy/marketplace or not
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.
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.
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)
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 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 orders. It would raise the hair on my arms.
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.
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.
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?
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.
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.
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.
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.
What engine? Is not this game played in a spreadsheet?
Yes, but you can turn a visual representation on by pressing ctrl+shift+f9.
Jokes aside apparently they've hired economist to keep the game's market's stable.
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.
Wasn't that Yanis Varoufakis?
https://en.wikipedia.org/wiki/Yanis_Varoufakis
Nope, Varoufakis consulted with Valve
that's very interesting, is there a place to read his achievements related to Steam? genuinely curious, because Steam is very popular now, and wondering what he did there, and whether his theories helped boost Steam economy/marketplace or not
He has however written about the game before, and been interviewed about it: https://www.yanisvaroufakis.eu/2014/01/30/war-spikes-in-the-...
Ah, that's correct.
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-...
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.
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.
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)
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 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 orders. It would raise the hair on my arms.
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.
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.
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?
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...
Can I use this to release my own games, and does this release includes everything needed to build games like EVE online?
All of it is under MIT so probably.
Not sure about if it includes everything to make EVE online though
Does it include the server or just the base for the client?
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.
Not a fan of space engines where locations are fixed.
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?
They don't even do orbits of basic solar system objects. Lol.
Eve online has always just pretended to be a space sim.
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.
Are stations and jump gates still fixed in place?
Yes and almost no one cares.
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.
It's going to be such a fun game flying 1000 lightyears at a couple hundred meters per second.
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.
> pretended to be a space sim.
When has it ever done that.
Keep in mind, I played like starting year 3
Which ones are not?
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.)
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.
What's the point, you just press Ctrl Shift F9 to play the real Eve.