EVE Online's Carbon engine is now open source: Fenris Creations explains why
107 points
4 days ago
| 9 comments
| gamesindustry.biz
| HN
mynegation
54 minutes ago
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What engine? Is not this game played in a spreadsheet?
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Cthulhu_
23 minutes ago
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Yes, but you can turn a visual representation on by pressing ctrl+shift+f9.
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sim04ful
20 minutes ago
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Jokes aside apparently they've hired economist to keep the game's market's stable.
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Cthulhu_
19 minutes ago
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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.
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j-bos
1 hour ago
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sushidev
17 minutes ago
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Can I use this to release my own games, and does this release includes everything needed to build games like EVE online?
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taybin
2 hours ago
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For a long time I was convinced they used Erlang for handling all the distributed, concurrent state. I guess not.
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ManBeardPc
1 hour ago
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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 Seems no longer maintained though.
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zipy124
1 hour ago
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They moved away. Details in this blog post: https://evefrontier.com/en/news/moving-into-the-future-upgra...
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NooneAtAll3
1 hour ago
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> Application error: a client-side exception has occurred (see the browser console for more information).

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

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tjpnz
1 hour ago
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Is this unique to Stackless Python?
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ManBeardPc
5 minutes ago
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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.
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strobe
1 hour ago
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at least while ago they used Stackless Python
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zipy124
1 hour ago
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They moved away. Details in this blog post: https://evefrontier.com/en/news/moving-into-the-future-upgra...
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cassianoleal
1 hour ago
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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!

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weberer
23 minutes ago
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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.
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Cthulhu_
21 minutes ago
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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)
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Dzugaru
58 minutes ago
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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.

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hparadiz
37 minutes ago
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Not a fan of space engines where locations are fixed.
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cultofmetatron
29 minutes ago
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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?
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hparadiz
20 minutes ago
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They don't even do orbits of basic solar system objects. Lol.

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

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forgetfreeman
11 minutes ago
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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.
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hparadiz
8 minutes ago
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Are stations and jump gates still fixed in place?
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jdw64
1 hour ago
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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.
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lyu07282
1 hour ago
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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.
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adrian17
53 minutes ago
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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.)

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Cthulhu_
20 minutes ago
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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.
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