> found a workaround for the shader compilation bug that keeps the mesh from vanishing. I attached the fix here.
https://github.com/carbonengine/trinity/issues/21
(Microsoft should stop it with the "This is not the web page you are looking for." where people specifically came looking to learn whether something was administratively blocked - or whether it is no longer available by choice of the affected party.)
These kinds of news make me want to find the time. Good job!
"This is EVE Online for people who think the 3D spaceships part of EVE is time wasted away from their spreadsheets. "
I'd really like to see a new game in this genre that does things better and leaves room for more ways of play.
I've followed along this game more than the ~6 month I've played it (and EVE Echoes for a year) and all I can say is that playing as an explorer can be fun. Though so much time wasted scanning solar systems. I would be logging; on travel through wormholes that connect different solar systems, mapped out within a third-party site for the corporation I was part of, particularly to mark shortcuts to the major trade hubs. And in all this time I found only two Ghost Sites[0] (my favorite PvE mission type for exploration), which are hard trials for an explorer that test your situational awareness, maneuvering, puzzle solving skills, and strategy to make the most out of them. If I would have come across more often, I would probably be hooked on the game for longer.
[0] https://www.eveonline.com/eve-academy/careers/explorer/ghost...
I've made some of the best friends playing it when I had time, friendship formed out of high stakes in this game (you regularly lose hours of grind or real money if you pay for the game - in seconds) and respect you have for each other skill.
To go deep into it I feel like social gameplay is required but there are plenty of opportunities to consume Eve Online in short bursts. Even when connected with a Corp or other player organizations like Red vs Blue. I found there is also a lot of mechanics that can be enjoyed solo or with light socialization.
To anyone considering it: I would encourage you to jump in with a free account and try it out! and fly safe!
In 2015 a coworker talked me into trying it again. We joined a small corporation, swore fealty to a larger corp (Brave? Band of Brothers?) and moved to low-security space. We got involved in massive 3000+ ship battles, some of which made the news. These are not as fun as you would think.
However, the most fun I had was joining 100+ ship bomber fleets that would warp in on unsuspecting mining operations and destroying billions of ISK (in game currency) worth of ships. We'd use Mumble for voice chat, which allows for a hierarchy of chat rooms, so that we could hear the fleet commander giving orders but he couldn't hear us. It was super organized and our fleet commander was really skilled.
In the end I couldn't keep up with the time commitments. For the fun stuff, you had to be online at a certain time and there was a lot of prep involved (buying the proper ships which changed all the time, getting your ships to the right station, etc). I still consider it some of the best multiplayer experiences I've ever had though. Nothing beats warping in and seeing those huge mining ships and then hearing the fleet commander start issuing targeting orders. It would raise the hair on my arms.
Not sure about if it includes everything to make EVE online though
I saw some eve-specific logic in Destiny repo, like warp enter condition and warp velocity math, or entity visibility between grids.
(Also, it’s full of std::(unordered_)map/set. Surprised they didn’t try squeeze some more perf there.)
In any case, this is the file they referenced, which is still all over GitHub under various "fix.exe" file names in likely LLM-generated issues and issue comments: https://www.virustotal.com/gui/file/d85d164e46fabb085609f258...
I played Eve for a few years as part of a corporation in Xetic and then Ascendant Frontier.
So many painful large battles (time dilation got added after I stopped playing), and some wild solo fights. My favourite was the time I got caught solo in a T2 Interceptor, when out scouting. We knew an attack was coming but didn't know where.
I screwed up, and found myself surrounded by 5 enemy player ships, with no possibility of escaping. The only thing going for me was that I was in an inty, and they were in larger ships, so I could outmanouver them. I knew I was done for. If I flew away they'd be able to hit me as the only thing keeping me safe was my radial velocity (I was orbiting the ship faster than their weapons can rotate, but that only really works 1 on 1, to the other ships you're not moving quite as fast)
It was really just about how long I could hold out and making sure I was ready to warp the moment I got podded. I constantly switched orbit between ships, trying to keep them close together so I could maintain high radial velocity, while taking pot shots at them and starting to chip away at armour, and taking glancing shots from them myself. It felt like that fight went on for hours, but it was probably only 5 or so minutes before they finally managed to pod me, and I managed to warp away to freedom. That was probably nearly 20 years ago (I stopped playing maybe late 2007 / early 2008?) and I still remember it vividly. Once I'd got myself to safety I remember just sitting in my seat staring at the screen, as the adrenaline faded.
You don't run just random binaries off the Internet on your computers, do you?
Nooooo, of course you don't.
In one of the wormhole there was an ambush, I got blown up but my buddy managed to lose them, but didn't leave the system. He started talking to them in local chat, and in the end we ended up joining them. We were playing together for a while after, but life ultimately took over for me. My buddy remained for a while. He was a long-haul trucker and would play in his downtime from various truck stops across US and Canada.
NPSI = Not Purple, Shoot It!
Squad up and then move to some objective location and raise hell shooting anything (w/ coordination from squad leader since the idea is to usually pool DPSl) not in the squad.
Bombers Bar!
In a twist of fate, my corp found one of their fleets sitting in wh space waiting on their scouts...
We did the only appropriate thing and bombed them.
I think I giggled for about 3 hours after that, and recalling the story brought a smile to my face.
Edit: someone posted below that it's base disparate components, not the actual game. So you can (MIT) but you'll have to put some work in.
However, if you're the type of person that likes to work on spreadsheets to calculate profit margins and market trends, Prosperous Universe is worth checking out.
A better approach might have been It seems the usual suspects are still abusing Github pull requests to distribute malware [...]
Eve online has always just pretended to be a space sim.
Humans might exercise some context-aware caution... AI agents, however?
Players in your own corporation and alliance typically have blue icons, and those you're at war with have red icons- this is based on manually-set "standings". Alliance roams typically have a NBSI policy: Not Blue, Shoot It!, which means you'll be attacking enemies and neutrals.
...why did they make a website not html-first?
Time Dilation is the in-game solution for this: the simulation is throttled so the game runs slower for everybody, but doesn't kick people off. Last time I checked, time dilation could go as low as 10% normal time- meaning you can only fire at 10% normal rate, move 10% as fast, etc. It feels like your ship is flying through molasses- it's not fun, but is also more fair for all players.
Alliances that know there will be a big fight can fill out a form with Eve Online to "schedule" the fight so that star system can be migrated to a larger server before the fight.
All the surrounding systems still run at full speed. You can travel large distances and still arrive soon enough to matter in the fight. You can also die, respawn in another system, rejoin the fight, and barely miss anything. The positions in the fight therefore move even slower than time-dilation since ships on both sides are replaced so quickly.
Large groups have a massive advantage over small groups, so alliances are very large and join various alliances-of-alliances. The playerbase is often organized into only 2-3 major coalitions. At some points in history, nearly all the alliances have joined the same coalition, which leads to a strange pax-Romana called the "blue donut" (referring to all the ownable outer-systems being "blue" or allied with each other).
Also, nearly every player in a large fight just follows simple orders. Orbit A and shoot B. There are just a few people calling the shots.
Fights sometimes end just because people are bored, need to sleep, or go to work.
Got it wrong, because he did write some articles about the EVE economy, like this one: https://www.yanisvaroufakis.eu/2014/01/30/war-spikes-in-the-...
When has it ever done that.
Keep in mind, I played like starting year 3
You would need to be careful with the process dictionary (either don't use it, or copy it over), and you'd need a way to disseminate the new process identity and to forward messages arriving at the old process. Dealing with links and monitors would be doable. The process couldn't have Port references, so no sockets or open files or driver references; those aren't network transparent and I assume you'd be doing process migration as part of node migration so those ports would have to be closed soon anyway.
I'm having trouble coming up with a usecase that this would enable. But... at WhatsApp we did do something conceptually similar I guess when a client connected on a new connection before the old connection was detected closed. The new client2server process would message the old process and the state would be transferred ... but you would probably do that in any language.
Anyway, sounds fun!
- adding various types of radiators (solid, droplet, etc.), gloving when weapons fire or engines activate, shooting them off prevents system from running
- planets on eccentric orbits with wildly varying surface conditions in mere days as the planet periodically get closer and farther to the star, from frozen solid to metals flowing like water days apart
- aerostat habitats in the atmosphere on gas giants or Venus like worlds, you could fly around but go to low (or get swept by a storm) and you might get crushed
- radiation belts, sun grazing comets or energy harvesting stations very close to a stellar body, can enter for a very limited time until even your shielded systems burn out - and good like with repair space walks!
- tidally locked bodies, where one side is always illuminated and the other one has an eternal night, with perhaps a thin habitable belt where conditions are just right for life, presenting interesting options for story telling and world building
And of course tide played a major role, with the Germans during the Battle of Jutland racing to get past a sand bang to avoid being stuck at open sea & be mauled even more by the British.
There are concepts in the game that would be unlikely in a simulation game but are common in MMO's. Think of fast travel, instance dungeons and more.
One of Eve Online's strengths is that it conforms gameplay to the MMO setting. That is one of the main driving factors in it's design and allows for example for Time dilation, huge battles and continuous universe and economy that it is famous for.
This is different from for example World of Warcraft, in my view that is a RPG first MMO second. That is one of the reasons it has sharding and smaller pvp battles.
And even that solution is only temporary. Its possible to watch the simulation go on so long that planets begin to de-orbit the sun as the math simulation breaks down. For spoiler reasons players don't run into this issue, but it exists.
PS: If you haven't played Outer Wilds and you enjoy exploration/puzzle games go play it. Avoid spoilers if possible.
The monolithic world needs to be big to spread everyone out. And it's easier to create ten thousand "systems" than it would be to create an immersive terrestrial world with a similar scale. Each EVE system is just a bunch of objects floating in a 3D space that you travel between.
In 2024, Fenris Creations – then called CCP Games – said that it was planning to make its Carbon game engine open source. Now, some two years later, the tech behind the long-running sci-fi MMO Eve Online is available on GitHub for everyone to use.
The open-source project is something that the company's core tech team has been working on at a "slow burn" for some time now, with the bulk of the work done in the last 12 weeks. Speaking to GamesIndustry.biz, Fenris Creations' senior development director for core technology, Ben Hunter, explains the reasoning behind it all. "We wanted to get the code out there for inspectability and building trust with the community," he says.

Ben Hunter | Image credit: Fenris Creations
"Fenris has a long history of building communities and engaging with them. If you look back to the early days of Eve Online, when we exposed our application programming interface (API), that was the start of our effort to engage with the community and let them build something with it. We arrived at this point two and a half to three years ago, where we decided there's nothing really special about our sauce in terms of the actual code. We, and the community, would be better served by actually getting it out there, having more eyes on it, so that we can actually learn and grow from that, and people can do crazy things with it, which we're very excited to see."
It's early days at the moment. Hunter says that things are "leaning towards" people using Carbon to build within the Eve ecosystem. Members of the community have already been submitting pull requests (PRs) – proposed changes to a codebase – for security fixes, and there's been chatter about someone making a web app to watch Eve Online content.
"We have to see how that manifests, but essentially, you can build anything with it," Hunter says.
Carbon is available in its entirety across a number of different modules. Most of the tech is under the MIT License, a popular and permissive option. Only two modules aren't under that banner: spatial audio clustering is covered by Apache License 2.0, while IO has a Python Software Foundation License.
None of these licenses has any commercial element; someone can use all of Carbon for free. They could make their own MMO using the tech, for free. They could even fork off the engine and build their own version, similar to how the Linux distro system works.
But making money isn't the point of this venture.
"It's about garnering the actual interest from people so that they want to invest their time, their effort, their money into contributing something," Hunter explains. "It's this belief that rising tides lift all ships. If we improve the code and we can all benefit from it, it's good for everyone."
Open sourcing creates a bit of extra work for the core tech team; they've got to handle PRs and monitor the changes. This is something Fenris has slowly been hiring towards for years now.
"We announced our intention to open source a couple of years ago, then throughout that period, slowly ramped up in some of the teams, not specifically for open source itself, but rather just to augment the teams so they'd have more bandwidth to handle the mechanics," Hunter says. "We have reserved time during our sprint process to review PRs, process them, and go through everything."

Eve Online launched back in 2003. | Image credit: Fenris Creations
There are many benefits to opening up your tech and letting anyone take a look under the hood. But bad actors are always out there, looking for any exploit they can find. Hunter says that security is "absolutely" a concern moving forward, adding that it's a pressure that ensures the team "increases the effort" they put in when reviewing code and making architectural decisions.
"But at the same time, the holes that were there would have been there anyway," he says. "Actually having the ability to have third parties contribute to and help us close any potential security gaps is very good. To be honest, for an engine that is 23 years old, the number of security-related PRs that we've had is quite minimal. That's eye-opening, in a good way – there's been a lot of work done over the years. As you can imagine, Eve Online has garnered a lot of interest over the years because of the scale of the fleet fights, the battles, and things like that. Nefarious actors, definitely, in the past, have wanted to probe that and try to disrupt it. There's been a lot of battle-hardening over 23 years to the infrastructural stack of the engine and the networking layer."
"The ability to have third parties contribute to and help us close any potential security gaps is very good"
As well as gameplay integrity, there's also the game's economy. Eve Online has a complicated, robust, and incredibly valuable in-game economy, with estimates suggesting a trading volume of more than $50 million per year. That part of the game isn't open source. In fact, Hunter says that a great deal of care was taken in deciding what was marked off for open source and what was not.
"We had to make very careful considerations for what we carved out and what we left off," he says. "Probably the hardest part of doing the open source project is deciding what genuinely is engine versus what is two decades of things that grew up around it, and then also rebuilding all of the pieces that were middleware or licensing that no longer would be applicable for open sourcing. That's definitely been a big part of the challenge."
To help thread the needle, Fenris asked for advice from Godot – an open-source engine project that started in 2014 and that has seen substantial success in the past few years. Hunter notes that "the rise of open, permissible software is definitely a trend at the moment."
"The main conversations were around governance models," he continues. "We were expecting Godot to come in and have this playbook of how to govern an open source project at scale like that, but in reality, what it came down to was making the right architectural choices and having the architecture help protect and define the surface area for contribution. If you roll that down, that's a plug-in model for the engine, which is something Unreal and Unity have, and it's something we are currently implementing for Carbon at the moment.
We're moving to this plug-in architecture with our tooling. It's also something we'll be open-sourcing in the coming months. The biggest light-bulb moment in that conversation is that we can make some architectural decisions that will help with the actual operational governance of the open source project."
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Ben Hunter says that Fenris Creations sought advice from Godot about creating an open-source engine. | Image credit: Fenris Creations
Regarding Carbon's governance structure, the project is fully permissible and open. Fenris is accepting contributions and putting together PR templates and contribution guidelines.
"We basically had our code ready to be open-sourced before we had some of the machinery in place to process the actual governance of it," Hunter says. "That work has all the details of how you can contribute, what criteria you have to meet when it comes to testing your work before it is submitted, and disclosing that you have utilised an LLM. We don't mind you using an LLM, but you have to disclose it because we may subject it to different scrutiny than if it were not disclosed."
Looking at the broader engine ecosystem, Hunter describes the landscape as "shifting quite considerably", pointing at Epic's recent announcement regarding integrating AI in Unreal Engine 6.
"We don't mind you using an LLM, but you have to disclose it"
"You're seeing a lot of the developers that were traditionally going to Unity or Unreal starting to shift gears a little bit towards Godot," he says. "If you look at Epic's recent announcements, they are shifting things quite a bit to ensure they can enter the LLM era. Unreal's been changing a lot of its foundations with the new Verse language and the Scene Graph replacing the Actor model to provide more persistence in large-scale environments. That's something that Carbon has been doing at scale for a very long time. It's something we've definitely seen the value in contributing to, and a lot of the other engines are starting to want to have their own pathway to this as well.
"There's a lot of re-architecting going on at the moment, but also the biggest part of this is figuring out the most useful way to integrate or utilise LLMs for workflows more than anything else. We ourselves also have a tools gateway that we've just created internally for LLM interfaces, which we are rolling out to the game teams in the coming weeks and after it's had a bit of hardening time, we'll be rolling that out as open source as well. There's definitely a shift in the industry at the moment."
Looking forward, Fenris Creations is going to be developing Carbon in the open. Anyone and everyone can look, and that's going to impact how the team works.
"The biggest thing is that we will be putting a lot more scrutiny into any bigger architectural changes that we make," Hunter says. "That's something that we now have to have much more consideration with the game teams because we will want them to do their own testing of that as well.
"The other, which will definitely change now, is we are seeing the need to create a test project. I don't want to call it a game, but it's an example game that is more for the testability and understanding the architecture and get started quickly in the engine. That's another thing that's changing a lot. We, as the core tech group, will have to create that test example, and that will become our test space, which will be our example project. Right now, when we make changes to the engine, we have to jump into Eve or Eve Frontier and try to test in those game examples. We don't have our own simplified example to run through."

Eve Frontier is a space survival game that integrates the crypto token $EVE. | Image credit: Fenris Creations
It's taken a great deal of work to get here, but now Carbon is open source, what does Fenris Creations want for its engine over the next five years? Hunter says that he hopes to see a large, "Eve-centric" community build up around the engine that will "create their own augmented versions of the game experience".
"If you look at history, when we released the API for Eve Online, we saw various side applications that helped you manage the skills of your character or fit the ship," he continues.
"With Carbon, we've given the capabilities and tools to the community, and the ability to make that a much richer experience is so much higher. But if you look at the direction of what Eve Frontier in particular is doing, where they're becoming a very open builder game, there's so much more potential there further down the road. I would say that in five years from now, we'd have quite a large community building a lot of infrastructure and apps and experiences around the Eve universe, as it were."
He concludes: "Of course, anything is possible with it being MIT-licensed, but I would like to see it contributing to the Eve universe as a whole."