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Player Features and Ideas Discussion

 
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Bumping freighters and criminal flags

First post
Author
Shalua Rui
Rui Freelance Mining
#41 - 2013-09-15 11:49:29 UTC
Lord LazyGhost wrote:
what is not logical is that somthing the size of a interceptor can fly at 5k mps and slab into the size of something the size of a freighter and take no damage. That's like saying right i have a speed boat i am going to crash into the side of this oil tanker to move it. speed boat would just go pop.


Yea, well, that's the way the game handles collisions... CCP will, maybe revisit the concept of it at somepoint, but for now, that's how it is.

"ginger forum goddess, space gypsy and stone nibbler extraordinaire!" Shalua Rui - CEO and founder of Rui Freelance Mining (RFLM)

baltec1
Bat Country
Pandemic Horde
#42 - 2013-09-15 11:50:48 UTC
People trying to fix things that are not broken.
baltec1
Bat Country
Pandemic Horde
#43 - 2013-09-15 11:51:14 UTC  |  Edited by: baltec1
Uugghh.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#44 - 2013-09-15 12:02:05 UTC  |  Edited by: Infinity Ziona
Lady Areola Fappington wrote:
Infinity Ziona wrote:

Plates and overdrives won't work like a MWD'ing Mach.

Its not like there will be more thousands of people bumping lol. I'm sure the cluster can handle a few checks when ships collide. They already do. Even at peak hour there's probably 50 people bumping at undock in Jita. If you consider 50 people bumping, that's 100 tasks for the server.

If you consider one person entering system, that's (lets say there are 2000 people in local) the server has to do 2000 tasks just to update everyone with the new person. Every message in local 2000 tasks and so on. Every time a person undocks, everyone on grid needs to see them, all overviews need to see them and so on. Its miniscule in comparison.

Its not anything to do with the physics model. Its collision detection. I don't how EvE does it and you don't either but I doubt the collision detection is intertwined with the physics code itself.

It would be more likely that when a collision detection function detects a collision, the function generates a call to the physics engine to update it so that it changes velocity, applies whatever friction it needs, changes the angle of the ships travel.

Programming is modular. Its all divided into functions. The functions usually are as independent of each other as possible which is called loose coupling. Its like that so you can change a function, say collision detection, and you get as little carry over to other functions as possible.



Step one, it isn't the cluster handling the bumps, it's that single shard running the system. Jits is on it's own speshul system, so using that as a comparison is right out.

Collision detection *IS* the physics model. I mean, that's the PRIME job of a physics engine, is to work out collisions.

Also, again IIRC, there is no friction in EVE collision. Someone worked out the math long ago, but the rebound is simply done via a percent comparison based off of mass and velocity. This is why MWD works so well for bumping, it adds both.

Yes, programming is modular in a perfect world, in brand new code straight off the CVS. Now add ten years of patches, hacks hooks, and "just make it works".

You've still danced around exactly what I proposed. Rather than a simple DB call and compare at the (as you put it yourself) the rare instance of intentional collision, you want to install an overarching real-time module to physics engine check that does not currently exist. We're also doing this when the vast majority of the EVE playerbase, and CCP itself is happy with the current system of human evaluation of intent, if-when needed.



Anyway, lets say we install your system. After X MWD in Y timeframe, CONCORD shows up and kills the bumpers. No problem. I'll only bump in Y+1 time, and bring enough buddies to fill in the time. Make 5 minutes your timeframe, sure. I'll bring 25 buddies to bump (not hard at all). That's a bump per 15 seconds.

Any code fix you try to employ, is a fix I can work around. The only way to stop bumping is to ban it, and...CCP likes bumping. They've coined it as the "poor man's point" and toss it up as an example of unplanned emergent gameplay.

You're not quite understanding. A physics engine (I don't know EvE's so I'm being general) only handles physics. It shouldn't care about MWD. It doesn't care about collisions.

If I was programming a very simple program that dealt with this stuff I would have the graphics engine (only handles graphics), a physics engine (only handles pure physics), a collision detection model (only handles collisions), a flagging system (only handles flagging).

If in my program a ship collided it would be detected by my collision detection model. The collision detection system (CDS) would call the flagging system (FS) with the ships object id (ship1, ship2), the flagging system would examine ship1 and ship2 data and do its stuff. The CDS would then call the physics engine (PE) with the same id's. The PE would examine the ship1 and ship 2 data and do its stuff. It doesn't even know that a MWD exists, it exists just to handle physics so it does it stuff based on ship1 and ship2 data. The CDS doesn't call the graphics system because that's handled by the main system which called the CDS.

As for your only bumping x number of times well true but that's infinitely better then as many times as you like.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

stoicfaux
#45 - 2013-09-15 12:16:03 UTC
Plan B. The *client* checks if your Freighter spends X amount of time trying to warp, and isn't too close to a LCO, and then flags that for investigation by a human for bumping abuse (i.e. logs are automatically sent,) assuming that freighter bumping is ever against policy/ToS.

Of course, the downside is that CCP will actually need to code in logs that show something and will need to have an explicit policy on the matter that GMs can easily use.

Pon Farr Memorial: once every 7 years, all the carebears in high-sec must PvP or they will be temp-banned.

Lady Areola Fappington
#46 - 2013-09-15 12:23:49 UTC  |  Edited by: Lady Areola Fappington
Infinity Ziona wrote:

You're not quite understanding. A physics engine (I don't know EvE's so I'm being general) only handles physics. It shouldn't care about MWD. It doesn't care about collisions.

If I was programming a very simple program that dealt with this stuff I would have the graphics engine (only handles graphics), a physics engine (only handles pure physics), a collision detection model (only handles collisions), a flagging system (only handles flagging).

If in my program a ship collided it would be detected by my collision detection model. The collision detection system (CDS) would call the flagging system (FS) with the ships object id (ship1, ship2), the flagging system would examine ship1 and ship2 data and do its stuff. The CDS would then call the physics engine (FE) with the same id's. The FE would examine the ship1 and ship 2 data and do its stuff. It doesn't even know that a MWD exists, it exists just to handle physics so it does it stuff based on ship1 and ship2 data. The CDS doesn't call the graphics system because that's handled by the main system which called the CDS.

As for your only bumping x number of times well true but that's infinitely better then as many times as you like.



Your insistence that a physics engine doesn't handle collision detection is...wow. Even more wow with the line "I don't know EVE's so I'm being general". And, just to drop in, I do know how the physics engine and collision detection work. Spheres with vectors, when the spheres overlap (math I'm unsure of) gets done, and spheres are flung away. Mass, vector, and velocity are run through a simple calculation to derive the result. Smarter people than me have figured it out to the number.

As I said, you're wanting to add a bunch of real-time ties where it currently runs as-needed compares. (The system can't just compare a set of DB values and calculate response as needed, it needs to be actively pulling module information, plus physics engine ship vectors and location)

Now, before you throw another psuedo-idea proposal to fix something that isn't broken, here. EVE sees every item in the game as a sphere with a vector. If you can determine intent using just sphere and vector information, without tying in a ton of extra real-time checks (EVE is divided by system, everything that happens in a system affects all users of the system), while falling within the abilities of Stackless Python, then we have the first step in implementing your grand idea. Code us a proof of concept to look at.

Until then, you're doing the equivalent of "Just FIX IT"

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Ammzi
Dreddit
Test Alliance Please Ignore
#47 - 2013-09-15 12:25:30 UTC
Also, another thread for the Pizza gods. We are pleased.
Ammzi
Dreddit
Test Alliance Please Ignore
#48 - 2013-09-15 12:28:58 UTC
I think I hurt its feelings.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#49 - 2013-09-15 12:33:56 UTC
Ammzi wrote:
I think I hurt its feelings.

Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.

If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Mara Pahrdi
The Order of Anoyia
#50 - 2013-09-15 12:35:06 UTC
Bad thread full of good entertainment.

Remove standings and insurance.

Lady Areola Fappington
#51 - 2013-09-15 12:39:30 UTC  |  Edited by: Lady Areola Fappington
Infinity Ziona wrote:

Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.

If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.



Here, I'll do it by stealing a line from the Havok (a physics engine) website.

"Havok Physics offers the fastest, most robust collision detection and physical simulation technology available, which is why it has become the gold standard within the games industry and has been used by leading game developers in over 400 launched titles and many more in development. - See more at: http://www.havok.com/products/physics#sthash.W21KFwkG.dpuf"


Here's a second one just in case. Bullet:
Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the zlib [LICENSE].



Duder, if a physics engine company itself says it's system does collision detection, that's good enough for me.

7.2 CAN I AVOID PVP COMPLETELY? No; there are no systems or locations in New Eden where PvP may be completely avoided. --Eve New Player Guide

Ammzi
Dreddit
Test Alliance Please Ignore
#52 - 2013-09-15 12:42:06 UTC
Infinity Ziona wrote:
Ammzi wrote:
I think I hurt its feelings.

Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.

If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.


I can't tell if you're being deliberately dim. If not: http://en.wikipedia.org/wiki/Collision_detection
I mean, it's like saying that the forward motion of a car is due to the powers of God(s) and not the engine & friction between the wheels and surface.
Kaarous Aldurald
Black Hydra Consortium.
#53 - 2013-09-15 12:43:31 UTC
Quote:
If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.


Ok, you flat out made it up, and you have already demonstrated that you have some preconceived notion of what "physics engine" means with little knowledge of it's use as an industry term.

[Edit: Beaten to it, twice, and they had links too. Time for me to hit the hay, I think.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#54 - 2013-09-15 12:45:31 UTC
Lady Areola Fappington wrote:
Infinity Ziona wrote:

Not at all. I have given my point of view, explained my reasoning politely and you have responded with a one line comment attacking me and also tried to bypass the filter. Therefore I have reported you.

If you would like to explain why you think I'm ******** for saying the collision detection is separate from the physics engine then please do so. If no you're simply trolling and being offensive.



Here, I'll do it by stealing a line from the Havok (a physics engine) website.

"Havok Physics offers the fastest, most robust collision detection and physical simulation technology available, which is why it has become the gold standard within the games industry and has been used by leading game developers in over 400 launched titles and many more in development. - See more at: http://www.havok.com/products/physics#sthash.W21KFwkG.dpuf"


Here's a second one just in case. Bullet:
Bullet is a Collision Detection and Rigid Body Dynamics Library. The Library is Open Source and free for commercial use, under the zlib [LICENSE].



Duder, if a physics engine company itself says it's system does collision detection, that's good enough for me.

Its system does collision detection, not its physics engine. A physics engine does physics. I could use both Havok and Bullet to do physics in a game with zero collision detection. It might have a component to do collision detection but it would be separate component because you don't want collision detection occurring when you don't have collisions.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Ammzi
Dreddit
Test Alliance Please Ignore
#55 - 2013-09-15 12:47:02 UTC
Infinity Ziona wrote:
because you don't want collision detection occurring when you don't have collisions.


Hahahhahahahahhahahahha. Alright, now I know you're trolling.
Kaarous Aldurald
Black Hydra Consortium.
#56 - 2013-09-15 12:47:14 UTC
TL; DR:

Infinity Ziona remains convinced that collision has nothing to with physics.

"Verily, I have often laughed at the weaklings who thought themselves good because they had no claws."

One of ours, ten of theirs.

Best Meltdown Ever.

Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#57 - 2013-09-15 12:51:49 UTC  |  Edited by: Infinity Ziona
Kaarous Aldurald wrote:
TL; DR:

Infinity Ziona remains convinced that collision has nothing to with physics.

So if I created a space game with no planets, nothing that a ship could collide with, lets say its in interstellar space, I wouldn't need a physics engine because there are no collisions :)

Oh and therefore no physics?

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Ammzi
Dreddit
Test Alliance Please Ignore
#58 - 2013-09-15 12:52:25 UTC  |  Edited by: Ammzi
I found some really good quotes. I want to save Infinity Ziona from his infinite stupidity.

Quote:
phys·ics (fzks)
n.
1. (used with a sing. verb) The science of matter and energy and of interactions between the two, grouped in traditional fields such as acoustics, optics, mechanics, thermodynamics, and electromagnetism, as well as in modern extensions including atomic and nuclear physics, cryogenics, solid-state physics, particle physics, and plasma physics.


Quote:
mechanics plural of me·chan·ics (Noun)
Noun
The branch of applied mathematics dealing with motion and forces producing motion.


Quote:
col·li·sion
/kəˈliZHən/
Noun
An instance of one moving object or person striking violently against another.


And the best quote of all time.

Infinity Ziona wrote:
A physics engine does physics.

Infinity Ziona wrote:

Its not the physics engine at all. ... Its a detection method for bumping which has nothing to do with the EvE physics.
Infinity Ziona
Sebiestor Tribe
Minmatar Republic
#59 - 2013-09-15 12:54:38 UTC
Ammzi wrote:
I found some really good quotes. I want to save Infinity Ziona from his infinite stupidity.

Quote:
phys·ics (fzks)
n.
1. (used with a sing. verb) The science of matter and energy and of interactions between the two, grouped in traditional fields such as acoustics, optics, mechanics, thermodynamics, and electromagnetism, as well as in modern extensions including atomic and nuclear physics, cryogenics, solid-state physics, particle physics, and plasma physics.


Quote:
mechanics plural of me·chan·ics (Noun)
Noun
The branch of applied mathematics dealing with motion and forces producing motion.


Quote:
col·li·sion
/kəˈliZHən/
Noun
An instance of one moving object or person striking violently against another.


And the best quote of all time.

Infinity Ziona wrote:
A physics engine does physics.


Matter and energy (such as ship with an engine and some form of locomotion). Collisions are not necessary.

CCP Fozzie “We can see how much money people are making in nullsec and it is, a gigantic amount, a shit-ton… in null sec anomalies. “*

Kaalrus pwned..... :)

Benny Ohu
Royal Amarr Institute
Amarr Empire
#60 - 2013-09-15 12:58:19 UTC
if you didn't know what 'physics engine' meant in computer games you can just say so and move on you know