EVE Online: Dealing With Engine Bugs
6:00 AM | Cord Kruse | Comment on this story
CCP Games has released another new developer blog focusing on upcoming changes to its sci-fi MMO, EVE Online. The post explains changes to Destiny, the engine which powers the game, to deal with desync: a glitch that results from the server and client disagreeing about the position of an object.
The physics simulation is basically a differential equation and only knows the current state of objects and only needs this to calculate what their state will be in the next timestep, but if any calculation of direction or acceleration is even slightly different between a client and the server, that difference, however small, will eventually lead to a big difference in position. The clever ones amongst you lot will already have figured out what the result of this is: when you can detect a desync, you've already missed what caused it.Head over to the link below for more.
EVE Online: Desync Bugs
Desync is hard to detect in the first place; a lot of ships are moving at high speeds, coming and going, bumping into each other and whatnot, and all of a sudden maybe one client gets a message saying that he can't target a ship which is, according to his UI, only 5km away because the server says it's out of range. Using devsploits to detect desync helps but as explained above, we can really only detect the issue some time after what caused it has already happened.
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