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Orbital Movement of Bodies in a Virtual Space

Author
Jaime Wulfe
30O.
Fraternity.
#1 - 2011-11-17 18:33:03 UTC
Orbital Movement of Bodies in a Virtual Space around a host virtual Star and its Impact on Interaction and Interactivity in real-time behaviors.
Assumptions:
Presumptive orbital positions are already in the Solar system map and thus are already determined.
Planetary bodies have defined characteristics of shape, mass, and composition.
The game has mechanics for radial and transversal velocity thus CCP grasp the mathematics and programming language involved already.
EVE is REAL
If given a node, these stored procedures could be run seperate from the online nodes, generating the new positions each day and then positions simply implemented at downtime
Requirements:
Generate the velocity of stellar orbital bodies within their individual orbits, as mass and composition would define.
Provide the amount of processing time (power) required to move 50000 virtual planets along each orbital path at each planet’s given velocity and move those objects orbiting each planet along with them.
Challenge:
Meet the requirements within a window of 30 minutes, and not impact any other function of the downtime period. Also not disrupt the function of game play during uptime.
Wins: As orbital periods differ, stations and planets will have varied distances which can greatly influence response time to a player’s (fleet's) situation and proximinty to a situation. It also creates a fluid battlefield from day to day. This in turn creates a more real environment for a strategic and tactical perspective. Further makes safe bookmarks more effective, and scanning more challenging, while not impacting the size of a given system.
Future: If proven capable the orbital speed of planetary moons and eventually asteroid belts could be included.