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Author |
Thread Statistics | Show CCP posts - 2 post(s) |

Makko Gray
Gallente Nexus Aerospace Corporation Leather Rose Syndicate
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Posted - 2008.12.01 13:18:00 -
[91]
The bookmark mechanic would require a rethink if planets and other celestial objects were to move. Otherwise you never end up where you intended.
To code a solution to cope with that would add complexity and could get messy, you'd probably have to look at storing bookmarks as a combination of celestial object and spherical coordinates but that would also require making assumptions about which celestial object you wanted the bookmark reference against.
One other thing to consider when thinking about the physics of EVE is the omission of gravity (which is perhaps why planets can get away with sitting still). Trying to calculate interactions of all objects with every other objects would just not be practical. Though you could always limit it to regions of interaction where an objects region of interaction was defined by it's mass - it would still require a lot of processing clot and I'm sure would give an odd playing experience with every passing ship or asteroid affecting your speed and direction.
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Carniflex
Caldari StarHunt Fallout Project
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Posted - 2008.12.01 13:51:00 -
[92]
Originally by: Baal Aristaeus Hi my fellow podders and podd..ed?
I am currently working on a quite extensive report regarding physics in EVE Online.
So far I believe I've been able to sum up the biggest ballbusters, so to speak; the max velocity, faster than light speeds and all that. However, there are a few things that I need some help with, and could use some input!
1. ON the topic of max velocity, why did CCP put it in at all? Other than the fact that it would ruin game balance. There has to be some other reason as well?
2. Moving planets and moons in solar systems. Why does not planets, moons, stations, asteroid belts and rotate around their respective pivot point? What I mean is; for example planets rotate around their own axis, but not around the sun. Why is this?
Would appriciate any and all (serious? :P) answers!
Thank you all!
PS. Random comments are also cool...
For 2: They do move - well they could. Systems you see in EVE are supposed to be gravitationally feasible, so if you give objects correct speeds and relase them the systems would be actually stable. With the timescales involved they can as well be static. Further away planets take decades to get their year full. You are not present in starsystem long enough usually to be affected actually by moving planets. That out of the way - eve starsystems are calculated actually using proper physical models.
For 1: Game balance. When speed increases you need to make timeslices shorter and shorter to be withing acceptable margin of error. Especially if objects are moving in vastly different speeds. So it is reasonable to limit max speeds in MMO enviroment. You just cant afford as short timeslices in MMO as you can in single player game.
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Mya ElleTerego
The Hull Miners Union
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Posted - 2008.12.01 14:41:00 -
[93]
Originally by: Fennicus mechanism involving thrust and a speed-dependent resistance.
Ive tried to explain this to girls before but they are still unprepared for what follows. yarrr.. CEO For the Hull Miners Union [ONION]
The Hull Miners Union [ONION] |

Huurtney Gurdsen
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Posted - 2008.12.01 15:22:00 -
[94]
I think the physics in Eve is less Isaac Newton, more Buck Rogers. I personally wish it were more realistic. Friction in space? C'mon! Yea, though I wart through the valet of thy shadowy hut I will feed no norman. |

LaVista Vista
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Posted - 2008.12.01 15:44:00 -
[95]
Originally by: Huurtney Gurdsen I think the physics in Eve is less Isaac Newton, more Buck Rogers. I personally wish it were more realistic. Friction in space? C'mon!
Some of us prefer it. That's why we fly without pants 
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