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 Post subject: lilis eve online isk
PostPosted: Mon Oct 12, 2009 6:49 pm 

Joined: Fri Oct 09, 2009 7:43 am
Posts: 2
CCP Games has eve online isk released another new developer blog focusing on upcoming changes to its sci-fi MMO, EVE Online. The mail explains changes to Destiny, the appliance 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 eve online isk 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 unlikeness in position. The clever ones amongst you lot will already have figured out what the result of this is: when you can eve online isk detect a desync, you've already missed what caused it.

Desync is hard to detect in the first place; a lot of ships are moving at eve online isk high speeds, coming and going, bumping into each other and whatnot, and all of a sudden peradventure one client gets a message saying that he can't target a truck 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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