ccp-gingerdude

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  • EVE Online gets rework of 'Destiny' simulation engine

    by 
    James Egan
    James Egan
    09.12.2009

    EVE Online is notable among the MMO titles on the market for having a game with a single shard setting. Whether you're an industrialist mass producing exhumers or fighting in fleet battles for a large 0.0 PvP alliance, you're active in the same setting rather than shards. Keeping as many as 50,000 concurrent users active in one vast galaxy has been a challenge for CCP Games, and of course there have been numerous growing pains along the way. Namely, something called "desync". Desync has been a catch-all term to describe the various things that can go wrong during gameplay, but in short it's been something that has plagued a number of EVE's subscribers. In the words of EVE Software Engineer CCP GingerDude, desync is "the situation where the server and client disagree on the position of an object in space at a given time." Although it's been an issue for years, the problem has just recently been solved, according to CCP GingerDude's dev blog "Facing Destiny".