EVE Online's Carbon engine is now open source: Fenris Creations explains why

283 points - last Friday at 9:46 PM

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edelbitter today at 2:29 PM
Already used (sounds like, successfully) by the usual GitHub phishing campaigns:

> 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.)

mynegation today at 11:55 AM
What engine? Is not this game played in a spreadsheet?
cassianoleal today at 11:46 AM
I've wanted to try out EVE Online for a while now. Never found the time, and it seems to be a bit of a time sink. Since I have no idea if I'm actually going to enjoy it or not, it never took priority.

These kinds of news make me want to find the time. Good job!

j-bos today at 11:36 AM
taybin today at 10:28 AM
For a long time I was convinced they used Erlang for handling all the distributed, concurrent state. I guess not.
msukkarieh today at 5:01 PM
interestingly they support multiple graphics APIs (Dx11, Dx12, and Metal) through an abstraction layer: https://app.sourcebot.dev/chat/cmrcbnd6u00cvwa5bup88jf0j
sushidev today at 12:32 PM
Can I use this to release my own games, and does this release includes everything needed to build games like EVE online?
jdw64 today at 11:13 AM
I followed and forked it on GitHub. When Eve Online first came out, the graphics were stunning. I'm planning to dig into the code and take a close look at how the graphics renderer was implemented.
deleted today at 12:55 PM
hparadiz today at 12:12 PM
Not a fan of space engines where locations are fixed.
lyu07282 today at 11:48 AM
Seems like a huge chunk is missing there, these mostly seem to me like a bunch of smaller reusable components with nothing really tying it together.
Cthulhu_ today at 12:29 PM
I hope this will lead to some AI bros quickly finding performance optimization options; the game can be very heavy on graphics despite most of what's visible being a skybox and UI elements, and the UI is often very sluggish and unresponsive, that is, they seem to be doing too much on the main thread.