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Brain-in-a-box status

First post First post
Author
Sexy Cakes
Have A Seat
#21 - 2014-10-31 12:05:30 UTC
That's a spicy meatball.

Not today spaghetti.

Makari Aeron
Imperial Shipment
Amarr Empire
#22 - 2014-10-31 12:09:23 UTC
CCP Prism X wrote:
It's our hope that moving things to C++ is not strictly necessary for this project. That doesn't mean it wont be it's own project. We'd just really really really want to release this in bits, harden them, and then do something more crazy. Releasing seven crazy-projects onto TQ at the same time is.. crazy.

You devs are just a big box of crazy, amirite? Big smile

CCP RedDawn: Ugly people are just playing life on HARD mode. Personally, I'm playing on an INFERNO difficulty.

CCP Goliath: I often believe that the best way to get something done is to shout at the person trying to help you. http://goo.gl/PKGDP

Sol Project
Shitt Outta Luck - GANKING4GOOD
#23 - 2014-10-31 12:11:49 UTC
It seems like Brain in a Box wont' be Back in a Bit.

And I want some of the drugs CCP Prism X uses, because that was some confusing read.

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Diana Kim > AND THIS IS WHY THE FEDERATION MUST BE DESTROYED!!

Sol Project
Shitt Outta Luck - GANKING4GOOD
#24 - 2014-10-31 12:14:42 UTC
*hugs CCP Prism X as requested*

Ladies of New Eden YC 117 by Indahmawar Fazmarai

Warning: NSFW! Barely legal girls in underwear!

Diana Kim > AND THIS IS WHY THE FEDERATION MUST BE DESTROYED!!

CCP Habakuk
C C P
C C P Alliance
#25 - 2014-10-31 12:18:27 UTC
Progress is slow, but there is progress. From my testing in the last hour:
Good: Jumping is working again in the BrainInABox sandbox, even if you have no implants fitted (somehow it worked fine before with implants fitted).
Bad: The CPU of a ship is not modified correctly by skills on the client after boarding a ship in space (but it is modified on the server).

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

CCP Prism X
C C P
C C P Alliance
#26 - 2014-10-31 12:21:28 UTC
Makari Aeron wrote:
CCP Prism X wrote:
It's our hope that moving things to C++ is not strictly necessary for this project. That doesn't mean it wont be it's own project. We'd just really really really want to release this in bits, harden them, and then do something more crazy. Releasing seven crazy-projects onto TQ at the same time is.. crazy.

You devs are just a big box of crazy, amirite? Big smile


I'm just a programmer. I think the real insanity lies within CCP Habakuk who has been with Gridlock since it's original inception, and actually has to deal with the quality assurance side of our work. I can promise you that when you're polishing poop-code, you're going to end up with something of poop-ish quality. Blink
Sexy Cakes
Have A Seat
#27 - 2014-10-31 12:21:57 UTC
CCP Habakuk wrote:
Progress is slow, but there is progress. From my testing in the last hour:
Good: Jumping is working again in the BrainInABox sandbox, even if you have no implants fitted (somehow it worked fine before with implants fitted).
Bad: The CPU of a ship is not modified correctly by skills on the client after boarding a ship in space (but it is modified on the server).


Test server overlord Habakuk.

Good to see you posting on GD.

Not today spaghetti.

CCP Habakuk
C C P
C C P Alliance
#28 - 2014-10-31 12:24:11 UTC
CCP Prism X wrote:
Makari Aeron wrote:
CCP Prism X wrote:
It's our hope that moving things to C++ is not strictly necessary for this project. That doesn't mean it wont be it's own project. We'd just really really really want to release this in bits, harden them, and then do something more crazy. Releasing seven crazy-projects onto TQ at the same time is.. crazy.

You devs are just a big box of crazy, amirite? Big smile


I'm just a programmer. I think the real insanity lies within CCP Habakuk who has been with Gridlock since it's original inception, and actually has to deal with the quality assurance side of our work. I can promise you that when you're polishing poop-code, you're going to end up with something of poop-ish quality. Blink


And CCP PrismX is posting about me without reading first the comment, which I just posted. Pirate

CCP Habakuk | EVE Quality Assurance | Team Five 0 | (Team Gridlock)

Bug reporting | Mass Testing

Two step
Aperture Harmonics
#29 - 2014-10-31 12:47:03 UTC
Also, CCP PrismX is distracted by his constant need to foment revolution against the tyrannical Icelandic Government... :P

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CCP Prism X
C C P
C C P Alliance
#30 - 2014-10-31 12:50:40 UTC
This is true. But it's not my fault, it's because my government and I differ in our opinion on the purpose of a society and the rationale for individuals to belong to them.
Khan Wrenth
Viziam
Amarr Empire
#31 - 2014-10-31 13:12:24 UTC
Okay, so I saw a wall of text, and a lot of talk about random snippits of things I might understand in a vacuum but not when connected to the larger conversation. So, for those of us who don't already know what "brain in a box" is, what the hell is it? Do I have to worry about it being the seventh deadly sin and having it delivered to me on a desert road?
Peter Drakon
Luminaire Traders and Builders
#32 - 2014-10-31 13:15:40 UTC
CCP Prism X wrote:
Story so far
...


As a developer my self who has seen a few things... I feel for you. :-)

Also: making current classes into stubs and interfaces...? Those can make re-factoring easier... sometimes... or at least more separated... hardest thing in my experience is where to draw the line, say no more!, and stop... before that ever growing poo-ball crushes you...

Keep it up, you WILL solve it eventually! :-)

Peter
Salpun
Global Telstar Federation Offices
Masters of Flying Objects
#33 - 2014-10-31 13:26:09 UTC
Khan Wrenth wrote:
Okay, so I saw a wall of text, and a lot of talk about random snippits of things I might understand in a vacuum but not when connected to the larger conversation. So, for those of us who don't already know what "brain in a box" is, what the hell is it? Do I have to worry about it being the seventh deadly sin and having it delivered to me on a desert road?

Brain in a box is the solution to jump lag and the update to the game action code (dogma) needs to be completed before it and on grid boosting can be implemented.

If i dont know something about EVE. I check https://wiki.eveonline.com/en/wiki/ISK_The_Guide

See you around the universe.

CCP Prism X
C C P
C C P Alliance
#34 - 2014-10-31 13:32:44 UTC  |  Edited by: CCP Prism X
Khan Wrenth wrote:
Okay, so I saw a wall of text, and a lot of talk about random snippits of things I might understand in a vacuum but not when connected to the larger conversation. So, for those of us who don't already know what "brain in a box" is, what the hell is it? Do I have to worry about it being the seventh deadly sin and having it delivered to me on a desert road?


Brain in a Box is an EVE Framework project, not a feature project. So you'll probalby not have to worry about us killing EVE.

In short: Brain in a box is a technical project to offload calculations from a given systems simulation cpu, and only having the end results of said calculations used by the simulation cpu. This saves a lot of work, should alleviate TiDi on Fleet Warps (as setting up a ship now takes a tenth of the time it used to take) as well as the load in Jita-like systems.

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Ralph King-Griffin
New Eden Tech Support
#35 - 2014-10-31 13:54:23 UTC
programming, not even once.
Bienator II
madmen of the skies
#36 - 2014-10-31 15:59:03 UTC
don't forget unit tests, or i don't let you play with my skills!

how to fix eve: 1) remove ECM 2) rename dampeners to ECM 3) add new anti-drone ewar for caldari 4) give offgrid boosters ongrid combat value

Gilbaron
The Scope
Gallente Federation
#37 - 2014-10-31 20:08:03 UTC
Spaghetti code online


Skills in a hangar. That sounds... Weird. I guess it was one of those "guys guys guys, I have an awesome idea how we can avoid some work" ideas
Batolemaeus
Mahlstrom
Northern Associates.
#38 - 2014-10-31 21:14:59 UTC
Sol Project wrote:


And I want some of the drugs CCP Prism X uses, because that was some confusing read.


This is your brain on code...
l0rd carlos
the king asked me to guard the mountain
#39 - 2014-10-31 21:38:49 UTC
CCP Prism X wrote:
When you inject skillbooks into your head, that's exactly what you're doing: Changing the location of the skillbook item to be your character. Your skills are just an inventory you keep in your character as opposed to your ship and that means they travel around with your characters inventory. This makes all skill handling awkward, especially so when they are being precomputed by your character node which has to get information from the location node and we are trying to offload work from location nodes. I'm not going to go too deeply into this because I need to stop writing this post at some point.


Haha, that explains that one exploit where a dude injected random stuff into his brain. Like POS forcefields and thus made them disappear in space. He killed some baby supers that way.

Youtube Channel about Micro and Small scale PvP with commentary: Fleet Commentary by l0rd carlos

Andy Koraka
State War Academy
Caldari State
#40 - 2014-10-31 21:58:10 UTC
So serious question. We're all aware of how whenever 100+ pilots undock or jump through a gate, or otherwise undergo a session change the node gets bogged down and enters deep tidi (hence the need for BIAB in the first place). Will you guys be adjusting the node mapping to compensate?

A while back CCP changed the node mapping so that local space is generally on the same node, thus a fight in Delve wouldn't cause ti-di in Tenal or elsewhere spread across EvE.

Pre-Pheobe it wasn't really a big deal since most fleet travel was direct to the destination via jump drive/titan bridge, but Post-Pheobe fleets are expected to rely on taking gates the current mapping scheme is problematic.

Since large parts of a region currently share the same node, whenever multiple fleets start take gates somewhere the lag compounds. Even a pair of modest 150 man fleets traveling towards a Sov timer will really be 300 people repeatedly session changing on the same node (enough to sustain low 10-30% tidi). With medium sized fights, even one full fleet on each side will still be 500 people taking gates on the same node, which the servers flat out can't handle, which is a large part of why the Ghost Site event last fall received so much negative feedback.

Will you guys be going back to the old "scattered" node mapping so that when 2 fleets travel in the same region they won't be on the same node, thus triggering heavy lag? It's unfortunate that one guy ratting halfway across EvE will be inconvienenced by Ti-Di for a minute or two, but it's better than making 500 sit in max tidi for a lot longer.