Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
114
|
Posted - 2014.02.06 14:12:00 -
[31] - Quote
Also, much thanks for all of the constructive feedback ... "you don't know what you don't know" ... as they say in the biz 
I'm glad I asked. o/ http://www.devilswarrior.info/kb |

seth Hendar
I love you miners
433
|
Posted - 2014.02.06 14:30:00 -
[32] - Quote
Grayland Aubaris wrote: - Dynamically generated all solar systems in the universe using actual supercomputer-run disk accretion models. This means every solar system was formed the same way actual astronomical ones are, and no system is artificially held together by anything that would not work in real physics.
actually this is not true.
there are inconsistencies in the planets types / size / orbits vs the stars (the stars themselves are not valid in fact, between their actuall size vs type).
if you stick to the model, physics say NO (wrong orbit for a temperate vs the size of the star and / or star type for ex.)
if you stick to the datas, physic also say NO (or some planets should then be INSIDE of the star they are orbiting)
so, while i agree to believe they actually used a valid model, the datas associated, whether used for modeling, or in the various infos are not coherent with said model |

Grayland Aubaris
Ocellus Technology
18
|
Posted - 2014.02.06 14:32:00 -
[33] - Quote
seth Hendar wrote:Grayland Aubaris wrote: - Dynamically generated all solar systems in the universe using actual supercomputer-run disk accretion models. This means every solar system was formed the same way actual astronomical ones are, and no system is artificially held together by anything that would not work in real physics.
actually this is not true. there are inconsistencies in the planets types / size / orbits vs the stars (the stars themselves are not valid in fact, between their actuall size vs type). if you stick to the model, physics say NO (wrong orbit for a temperate vs the size of the star and / or star type for ex.) if you stick to the datas, physic also say NO (or some planets should then be INSIDE of the star they are orbiting) so, while i agree to believe they actually used a valid model, the datas associated, whether used for modeling, or in the various infos are not coherent with said model
I was just quoting the article :P I will defer to your knowledge on this one :) |

Pew Terror
Blue Republic RvB - BLUE Republic
54
|
Posted - 2014.02.06 14:33:00 -
[34] - Quote
Grayland Aubaris wrote:This is why not: http://oldforums.eveonline.com/?a=topic&threadID=876274Pasted here: The key point is a chaos-theory equation system of potential spheres of influence for every actor in a space. Essentially the algorithm goes something like this: 1) Begin server frame. 2) For each ship, calculate a sphere of possible client interaction based on the ship's dimensions, weapons systems, visual range, etc. 3) Using chaos theory equations of possible changes in a ship's behavior before the next time slice, fractally extrude out a set of event cylinders (with hemispherical caps) of the ship's possible influence before the next frame, within the 3D space. 4) Loop through the generated event cylinders and look for intersections. Lump intersecting masses together as "causality bubbles." Sets of events that could potentially influence one another. 5) Rapid cache out the causality bubbles as separate sets and defer the simulation of each bubble out through microtasklets in Stackless Python. 6) Send only the information relating to a player's intersected causality bubble/matrix to that game client. (Dump client's simulation state from pervious frame in lieu of the server's state if they disagree.) 7) Allow the client and server to run the simulation of that causality bubble in parallel. Continue the simulation on the client to make it appear seamless. 8) Yield to other causality bubble simulations in DESTINY and Sleep() for 1000ms. 9) Download any input changes by the ship's pilot from the client at the end of the server frame. As ships do not respond to inputs instantaneously in EVE, this is fine. 10) Push that input into the force equations in the physics simulation for next frame. 11) Push the causality bubbles' simulation result to TRANQUILITY, the actual server Main() process. 12) End server frame, loop while the execution context has not received a shutdown signal. This prevents you from encountering a runaway O(n^y) algorithm of every ship in a solar system potentially acting on every other, and by only sending updates to clients based on that client's ship's causality bubble, it allows the game to be played on only dial-up modem speeds. The only downside is in large space battles, in crowded spaces. In these scenarios, the intersection of extruded causality cylinders tends to encompass the entire system. This ship can influence this ship which can influence these ships which influence... etc. So the partitioning of simulation afforded by causality bubbles goes away. They tossed out some similarly awesome-sounding ways to fix this, that are in development, but I'm not allowed to talk about them. Other really sweet things they did: - Dynamically generated all solar systems in the universe using actual supercomputer-run disk accretion models. This means every solar system was formed the same way actual astronomical ones are, and no system is artificially held together by anything that would not work in real physics. - Originally, the random seed to generate the EVE universe was taken from the server's Epoch Time at the start of the universe generation. The guy in charge decided, the night before launch, to regenerate the entire universe at the last minute with the seed "42." - The location of solar systems relative to one another were modelled after cellular cohesion equations - the same thing that makes gold deposits form, blood vessels to grow in your body, and sets the pattern of the universe filaments as seen in the Cosmic Microwave Background Radiation.
For people interested why this is very complicated math without understanding all the terms mentioned here it is very nice to read up on the N-Body Problem. It is actually quite fascinating that simple gravitaional interactions start becoming unsolvably difficult just past 3 objects and simulation systems need to develop quite elaborate algorithms to do approximations. Adding bodies can increase actual complexity quite a lot quicker then just O(n^2). Doing the same thing twice as often though is quite trivially twice as much calculation per unit of time. |

Grayland Aubaris
Ocellus Technology
20
|
Posted - 2014.02.06 14:45:00 -
[35] - Quote
Pew Terror wrote:For people interested why this is very complicated math without understanding all the terms mentioned here it is very nice to read up on the N-Body Problem. It is actually quite fascinating that simple gravitaional interactions start becoming unsolvably difficult just past 3 objects and simulation systems need to develop quite elaborate algorithms to do approximations. Adding bodies can increase actual complexity quite a lot quicker then just O(n^2). Doing the same thing twice as often though is quite trivially twice as much calculation per unit of time.
Next time someone complains that 5000 ship fights causes 10% TiDi to come into affect you need to point them to the above link :) |

Deadonstick
Protagonists Of Doom
5
|
Posted - 2014.02.06 15:02:00 -
[36] - Quote
I definitely agree this should happen for non-giant population systems. Drone control since the AI patch has been a ***** because it takes a second for your drones to react. |

Desivo Delta Visseroff
Infinite Conquest Li3 Federation
113
|
Posted - 2014.02.06 15:41:00 -
[37] - Quote
Cheers to the OP! It's cool to see my errant idea sparked a thread. Lets hope the Devs see and respond.
I support this thread |

I Love Boobies
All Hail Boobies
1014
|
Posted - 2014.02.06 15:48:00 -
[38] - Quote
Tranquility could be the forefather of Skynet... maybe we should be worried. |

Notorious Fellon
Republic University Minmatar Republic
190
|
Posted - 2014.02.06 15:53:00 -
[39] - Quote
Pew Terror wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:Onictus wrote:Jamwara DelCalicoe Ashley wrote:What is the barrier to increasing server response time to every half second instead of every one second? Nullsec. The servers already struggle over 1000 pilots with a 1Hz tick, exponentially increasing client polling simply won't help That's a product of design. What network infrastructure would be needed to make it work? Network performance isn't the issue. Raw number of calculations per second is. When you double the polling rate the absolute number of calculations increases to the square. So say you have 400 pilots scapping, and say (totally made up number) that it requires 100,000 calculations a second. This is firing solution, ship vectors, bumping, refits, damage calculations, bonuses going up and down, session calculations, drawing models and what not 100,000 square is 10 billion, its not a linear progression. Doubling the calculation frequency is a linear progression... Pay more attention in class.
The resulting calculations are not. When you have to relay the information (say a change in a ships vector due to a double-click in space) you have to transmit that to every other ship on grid. It is precisely n^2 increased communication over the network.
Also; drop the attitude. |

seth Hendar
I love you miners
434
|
Posted - 2014.02.06 17:28:00 -
[40] - Quote
Deadonstick wrote:I definitely agree this should happen for non-giant population systems. Drone control since the AI patch has been a ***** because it takes a second for your drones to react. not only drones, it happen more and more often that you activate a module and it take a second more to actually activate.
when this happen on a gate, where you try to point something, you succesfully ock, you are in range, but the module just doesn't start....... or some odd times, it cycles, but you don't have agression and the tgt still warp out . no stabs involved, talking about shuttles or hictor focus point, also occurs with regular point vs regular ship but then, the wcs is a possibility so hard to tell (well, i'd say if cycle + aggro timer => wcs, if not, server fail).
tbh, this is infuriating, to actually point something and see it go anyway because of this tick crap
point should apply on same tick as lock if preactivated, you lock it with preactivation, point is applyed 100% |
|

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
117
|
Posted - 2014.02.06 17:37:00 -
[41] - Quote
seth Hendar wrote:Deadonstick wrote:I definitely agree this should happen for non-giant population systems. Drone control since the AI patch has been a ***** because it takes a second for your drones to react. not only drones, it happen more and more often that you activate a module and it take a second more to actually activate. when this happen on a gate, where you try to point something, you succesfully ock, you are in range, but the module just doesn't start....... or some odd times, it cycles, but you don't have agression and the tgt still warp out . no stabs involved, talking about shuttles or hictor focus point, also occurs with regular point vs regular ship but then, the wcs is a possibility so hard to tell (well, i'd say if cycle + aggro timer => wcs, if not, server fail). tbh, this is infuriating, to actually point something and see it go anyway because of this tick crap point should apply on same tick as lock if preactivated, you lock it with preactivation, point is applyed 100%
Have you noticed this more since Rubicon 1.1? I remember thinking that there was a twofold delay although the module was preheated ... maybe it wasn't "just me being tired." http://www.devilswarrior.info/kb |

Desivo Delta Visseroff
Infinite Conquest Li3 Federation
114
|
Posted - 2014.02.06 17:50:00 -
[42] - Quote
Jamwara DelCalicoe Ashley wrote: Have you noticed this more since Rubicon 1.1? I remember thinking that there was a twofold delay although the module was preheated ... maybe it wasn't "just me being tired."
No, it's not just you. There has been some strange lag since 1.1. Modules, warping, docking and fitting seem to skip/hiccup quite a bit.
|

War Kitten
Panda McLegion xXPlease Pandemic Citizens Reloaded Alliance.Xx
4989
|
Posted - 2014.02.06 17:51:00 -
[43] - Quote
Notorious Fellon wrote:Pew Terror wrote:
Doubling the calculation frequency is a linear progression... Pay more attention in class.
The resulting calculations are not. When you have to relay the information (say a change in a ships vector due to a double-click in space) you have to transmit that to every other ship on grid. It is precisely n^2 increased communication over the network. Also; drop the attitude.
That's if you increase the number of pilots / entities on grid. Not if you double the frequency of calculation.
Doing the same calculations for one tick now, and then doing it again in .5s or in 5 minutes will use the same amount of processing power for the tick.
I find that without a good mob to provide one for them, most people would have no mentality at all. |

seth Hendar
I love you miners
435
|
Posted - 2014.02.06 19:05:00 -
[44] - Quote
Jamwara DelCalicoe Ashley wrote:seth Hendar wrote:Deadonstick wrote:I definitely agree this should happen for non-giant population systems. Drone control since the AI patch has been a ***** because it takes a second for your drones to react. not only drones, it happen more and more often that you activate a module and it take a second more to actually activate. when this happen on a gate, where you try to point something, you succesfully ock, you are in range, but the module just doesn't start....... or some odd times, it cycles, but you don't have agression and the tgt still warp out . no stabs involved, talking about shuttles or hictor focus point, also occurs with regular point vs regular ship but then, the wcs is a possibility so hard to tell (well, i'd say if cycle + aggro timer => wcs, if not, server fail). tbh, this is infuriating, to actually point something and see it go anyway because of this tick crap point should apply on same tick as lock if preactivated, you lock it with preactivation, point is applyed 100% Have you noticed this more since Rubicon 1.1? I remember thinking that there was a twofold delay although the module was preheated ... maybe it wasn't "just me being tired." i infact started noticing it a year and half ago, but it was a very rare event
but since one year, it is happening more and more
in my corp, we even started using hictors (mostly phobos) because we thought they were stabbed.
of course some were, but some were still evading and since odyssey, it was even more, 1.1, it's a nightmare.
there are "lags" all over the place, before it was only noticeable when timing was really tight like catching a fast ship on a gate, but now, it can be noticed in almost any situation, that the modules are "delayed" whether you turn em on or off.
and no, it is NOT an issue on my side since ppl in alliance reported it also, and we are not in the same area, i'm in france, another one reported from UK, asia, US (indeed we have many of them) or switzerland.
it also seems more "laggy" in some systems, we do live in a small lowsec pocket, the main system is almost fine, but next door, it's to the point that we don't even run anoms or lvl4 anymore.
we already lost some ppl due to the exploration removal, and this is costing us ppl too, when chasing a target we could ccatch easy, like a drake, ppl won't even undock anymore, because "what"s the pooint he'll get away?".
can't blame them tbh.... |

Ricard Chastot
Snake Eye Production
38
|
Posted - 2014.02.06 19:47:00 -
[45] - Quote
Onictus wrote:Porting from Python to something that can do multi-core work a la Red Hawk would basically be Eve 2.....they would be starting from the ground up with a completely different environment.
Python can do multi-core processing just fine if that's how you program with it. Hello ladies (and dudes pretending to be ladies)! Say hello to New Eden's 3rd hottest Intaki! It's me. You can say hello to me. Hi. |

Notorious Fellon
Republic University Minmatar Republic
192
|
Posted - 2014.02.06 20:07:00 -
[46] - Quote
War Kitten wrote:Notorious Fellon wrote:Pew Terror wrote:
Doubling the calculation frequency is a linear progression... Pay more attention in class.
The resulting calculations are not. When you have to relay the information (say a change in a ships vector due to a double-click in space) you have to transmit that to every other ship on grid. It is precisely n^2 increased communication over the network. Also; drop the attitude. That's if you increase the number of pilots / entities on grid. Not if you double the frequency of calculation. Doing the same calculations for one tick now, and then doing it again in .5s or in 5 minutes will use the same amount of processing power for the tick.
Excellent point. I clearly need less caffeine. |

Seras Victoria Egivand
United Star Alliance UNITED STAR FEDERATION
42
|
Posted - 2014.02.06 20:12:00 -
[47] - Quote
Ricard Chastot wrote:Onictus wrote:Porting from Python to something that can do multi-core work a la Red Hawk would basically be Eve 2.....they would be starting from the ground up with a completely different environment. Python can do multi-core processing just fine if that's how you program with it.
Python yes.... There still working largely with slack-less python. While in there server cluster they have anywhere from single core to multi core and multi cpu systems, Slack-less python runs everything single threaded... You can spawn micro threads inside of a slackless python environment which is what Tranqulity does but its still running off one core of any given system literately the system would burn out a single core of a processor without touching any other core. During Incarna they were and did Carbion engine and were working on carbon io to address slackless python issue's and allow the servers to run on true multi thread and multi processor hardware.. No idea how far they are into this when you take old code and re write it into newer eco system programming differences crop up stuff that used to work will have issues.
Even if they were to migrate to a new version of slack-less that supports Multi core multi threaded or PyPy you still have the issue alot of your code needs completely re written. |

Soldarius
Deadman W0nderland Test Alliance Please Ignore
509
|
Posted - 2014.02.06 20:13:00 -
[48] - Quote
Batelle wrote:CCP has said this is impossible. without a complete base code rewrite.
ftfy.
Nothing is impossible. It either isn't worth the effort/money or we simply don't know how to do it yet. In this case, not worth the effort to dedicate the entire staff for the year or so required to make it happen.
Free Ripley Weaver! |

Seras Victoria Egivand
United Star Alliance UNITED STAR FEDERATION
42
|
Posted - 2014.02.06 20:15:00 -
[49] - Quote
Soldarius wrote:Batelle wrote:CCP has said this is impossible. without a complete base code rewrite. ftfy. Nothing is impossible. It either isn't worth the effort/money or we simply don't know how to do it yet. In this case, not worth the effort to dedicate the entire staff for the year or so required to make it happen.
its at large a software issue not so much hardware. |

Ricard Chastot
Snake Eye Production
38
|
Posted - 2014.02.06 20:28:00 -
[50] - Quote
Seras Victoria Egivand wrote:Ricard Chastot wrote:Onictus wrote:Porting from Python to something that can do multi-core work a la Red Hawk would basically be Eve 2.....they would be starting from the ground up with a completely different environment. Python can do multi-core processing just fine if that's how you program with it. Python yes.... There still working largely with slack-less python. While in there server cluster they have anywhere from single core to multi core and multi cpu systems, Slack-less python runs everything single threaded... You can spawn micro threads inside of a slackless python environment which is what Tranqulity does but its still running off one core of any given system literately the system would burn out a single core of a processor without touching any other core. During Incarna they were and did Carbion engine and were working on carbon io to address slackless python issue's and allow the servers to run on true multi thread and multi processor hardware.. No idea how far they are into this when you take old code and re write it into newer eco system programming differences crop up stuff that used to work will have issues. Even if they were to migrate to a new version of slack-less that supports Multi core multi threaded or PyPy you still have the issue alot of your code needs completely re written. Even if its the same software... Newer versions bring great features sometimes quality of life but older stuff does break.. That is the nature of programming.
Agree that the code will need to be rewritten of course in order to use multiple cores. There's no getting around that. I don't have any experience with Stackless Python so I can't say how easy it would be to port the code to plain Python or something else that can handle multiple cores. I'd guess it's not easy at all though. Hello ladies (and dudes pretending to be ladies)! Say hello to New Eden's 3rd hottest Intaki! It's me. You can say hello to me. Hi. |
|

Seras Victoria Egivand
United Star Alliance UNITED STAR FEDERATION
42
|
Posted - 2014.02.06 20:35:00 -
[51] - Quote
Just Google slack-less python. and read about it :P Fundamentally its actually really good.. |

Onictus
Silver Snake Enterprise Fatal Ascension
814
|
Posted - 2014.02.06 22:13:00 -
[52] - Quote
Notorious Fellon wrote:
The resulting calculations are not. When you have to relay the information (say a change in a ships vector due to a double-click in space) you have to transmit that to every other ship on grid. It is precisely n^2 increased communication over the network.
Also; drop the attitude.
My point exactly. |

PotatoOverdose
Handsome Millionaire Playboys
1071
|
Posted - 2014.02.06 22:15:00 -
[53] - Quote
The answer to the thread title is ugly. Bugs would be introduced, performance would degrade, for a marginal improvement that only insta-locking legions and thrashers would notice. |

Emissary Bartoque
Viziam Amarr Empire
6
|
Posted - 2014.02.06 22:46:00 -
[54] - Quote
Seras Victoria Egivand wrote:Just Google slack-less python. and read about it :P Fundamentally its actually really good.. CCP's issue is there still running largly versions that dont have multi cpu and multi threaded support.. (hardware level)
It is stack less not slack less... |

Jandice Ymladris
Aurora Arcology
485
|
Posted - 2014.02.06 23:10:00 -
[55] - Quote
Cheers for all the informative replies! Learned alot from it. Shiigeru wreckage site will be salvaged & cleared in a joint Gallente/Caldari operation. Concord organizes trainingbattle at Yulai |

Haraldhardrade
Pax Amarr
0
|
Posted - 2014.02.06 23:36:00 -
[56] - Quote
Jandice Ymladris wrote:Cheers for all the informative replies! Learned alot from it.
Same here, great thread!
So when will we get EVE 2? They have to make it sooner or later, a decade per seems reasonable.
|

Crakachunky
Demon-War-Lords Fatal Ascension
24
|
Posted - 2014.02.06 23:51:00 -
[57] - Quote
Graphene processors are the next big thing, really efficient use of electrons allowing smaller manufacturing process and puts a massive dent in heat problems allows stupid high processor speeds, I assume ccp are waiting for those |

Caviar Liberta
Moira. Villore Accords
422
|
Posted - 2014.02.06 23:58:00 -
[58] - Quote
PotatoOverdose wrote:The answer to the thread title is ugly. Bugs would be introduced, performance would degrade, for a marginal improvement that only insta-locking legions and thrashers would notice.
Yes an "instalock" Thrasher setup right will have you waiting a tick sometimes.
|

Seras Victoria Egivand
United Star Alliance UNITED STAR FEDERATION
45
|
Posted - 2014.02.07 00:47:00 -
[59] - Quote
Emissary Bartoque wrote:Seras Victoria Egivand wrote:Just Google slack-less python. and read about it :P Fundamentally its actually really good.. CCP's issue is there still running largly versions that dont have multi cpu and multi threaded support.. (hardware level) It is stack less not slack less...
sorry stupid auto correct |

Jamwara DelCalicoe Ashley
Arbitrary Spaceship Destruction The Devil's Warrior Alliance
120
|
Posted - 2014.02.10 12:25:00 -
[60] - Quote
I noticed that when my modules were preheated the 1tick-delay was not noticeable at all ... could this be because all of the input was processed at the same time rather than getting target lock and then applying module effect?
... I'm not really sure of the right way to word that ^ ... http://www.devilswarrior.info/kb |
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |