
Vincent Athena
V.I.C.E.
3243
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Posted - 2015.03.27 16:31:04 -
[1] - Quote
At one time multi-casting via programs like Isboxer was valid game-play.
Now its not.
Just because grid manipulation is valid game-play now, does not mean it always will be. But my guess is CCP will never declare it an exploit. Instead, they will build it out of the game, or adjust it in some way so as to nerf most of the benefits of doing it.
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Vincent Athena
V.I.C.E.
3244
|
Posted - 2015.03.27 19:19:09 -
[2] - Quote
A possible new grid mechanic: This comes from multi-body simulations of the gravitational interactions of stars in a galaxy. Such a simulation may contain hundreds of millions of stars. Each can gravitationally effect the others, resulting in quadrillions of interactions and calculations per time step, and billions of time steps are needed to simulate a galactic collision. This is far beyond computer capabilities. So what the programmers do is divide space into grids. They find the mass and center of gravity of each grid. In each grid, they calculate each and every star to star interaction. For far away grids: Each star to grid center-of mass interaction is calculated. But what about stars in nearby grids? If the center of mass was used for a star right up against a grid boundary, there could be large errors caused by not accounting for a star right on the other side of that boundary. A double-star that crosses a grid boundary would fly apart as each star found itself on opposite sides of the boundary. So that is done is each star-to-star interaction is calculated for all stars in the grid, and for all stars one grid away. It's not until you get two grids away that the center of mass method is used.
For Eve: All ships would see everything in their grid, and everything in all the grids one layer out. It would not be until you cross the second grid boundary that an object would vanish from view. Now, assuming reasonable minimum grid sizes, you could never have two ships a kilometer apart, and not see each other.
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