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Kagura Nikon
Minmatar Infinity Enterprises Odyssey.
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Posted - 2008.04.19 11:51:00 -
[61]
People that think this is computational havey are very wrong. The isse is somehow CCP made the game such as tasks that are computationally chep might be stupdly expenive intheir servers. Liek the check for gang bonuses on all fleet members. That is somethign any good implementation on C or C++ actign upon data in memory shoudl be able to do in a few NANO seconds. Of course that in a well implemented system.
Just check supreme commander a strategy game where all the calculations of impacts line of sight surpass very likely even ALL calculations on physics that whole trinity miht be doing (you have waaaay more than 40k entities at any time durign a big battle there).
Stil remains that for some reason EVE server code is not very friendly to perfromance it seems. Maybe due to other technical issues that arise when dealign with 40k network connections and the stupid ammont of hardware interrupts that shoudl be generated by so many packages arriving :P ------------------------------------------------- If brute force doesn't solve your problem... you are not using enough
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Gabriel Karade
Nulli-Secundus
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Posted - 2008.04.19 12:04:00 -
[62]
I hope it's something that at least gets a re-evaluation each time the server technology improves. It would add a lot to the game (mostly at the smaller scale) if it could be implemented.
Missile LOS in Castor was hilarious, especially when missiles always came out of the forward facing tubes. I'll never forget my first corp mining op with some of the guys in Moa's with heavy missiles....
"Don't worry guys I've got these rats" *WHOOOOOSH* *BOOM* "OOWWWWW!!! DUDE WTF?!"
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Video - 'War-Machine' |

Tippia
Caldari School of Applied Knowledge
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Posted - 2008.04.19 14:49:00 -
[63]
Originally by: Kagura Nikon People that think this is computational havey are very wrong. The isse is somehow CCP made the game such as tasks that are computationally chep might be stupdly expenive intheir servers. Liek the check for gang bonuses on all fleet members. That is somethign any good implementation on C or C++ actign upon data in memory shoudl be able to do in a few NANO seconds. Of course that in a well implemented system.
Yes, it is very easy, obviously - that is why companies such as Epic, iD and Valve all have to use a wide assortment of map-specific tricks - all based on vastly simplifying the collision geometry of objects - to get their engines to run at workable speeds, even when having to deal with far fewer, and far less dynamic, objects than you'll see in EVE... 
For the record, Supreme commander isn't very complex in this regard either.
Now shush, grown-ups are talking.
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Karentaki
Gallente Aliastra
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Posted - 2008.04.19 14:59:00 -
[64]
Line of Sight calculations (and any other collision calculations for that matter) are very CPU intensive. Trust me, you don't want LOS in EVE. I've recently been working on a LOS and physics engine in flash, and the amount of code that's needed just for 2D calculations is huge compared to relatively simple NPC AI. Now, try running those calculations in the middle of a 200 man fleet op and see if you can actually do anything. ========== This is a signature, a cunning ploy used by forum warriors! |

Ralara
Caldari D00M. Triumvirate.
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Posted - 2008.04.19 16:03:00 -
[65]
Originally by: Rawr Cristina
Originally by: Syril Mert Have you guys ever been in big fights? Don't add anything that can cause any amount of lag.
EVE isn't just about 200v200 blobwars you know 
No, it's not. However, it's advertised as such, and the promotional videos make use of this. To do what the OP describes would make fleet fights impossible using he current servers and user PCs.
It's also make mission runners (that's "the rest of you") quit :D
so no. -- Ralara / Ralarina
VOTE FOR RALARA AS YOUR CSM REPRESENTATIVE, AND RECEIVE A COUPON FOR A 10% DISCOUNT AT WORLD OF WARCRAFT.
http://oldforums.eveonline.com/?a=topic&threadID=74811 |
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