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Wow! that grid!

Author
Cardano Firesnake
Fire Bullet Inc
#1 - 2015-03-13 15:40:26 UTC  |  Edited by: Cardano Firesnake
I was fighting when my ennemy disapeared. Then he came back again. I was just at 5km of the end of the grid.
I don't know why the grid work like that but it is really awful. Isn't it possible to change that now?

The grid couldn't simply be 500km around each ship?

Posted - 2010.07.01 11:24:00 - [4] Erase learning skills, remap all SP. That's all.

Paranoid Loyd
#2 - 2015-03-13 15:44:20 UTC
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Reina Xyaer
Tha Lench Mob
#3 - 2015-03-13 16:00:25 UTC
Paranoid Loyd wrote:
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked


His point is still extremely valid you troll

Time to remove the "grid" from EVE.
Agondray
Avenger Mercenaries
VOID Intergalactic Forces
#4 - 2015-03-13 16:05:44 UTC  |  Edited by: Agondray
Reina Xyaer wrote:
Paranoid Loyd wrote:
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked


His point is still extremely valid you troll

Time to remove the "grid" from EVE.


and with the capability to snipe even longer ranges ranges because my tempest is stuck at 249.99kms for range no matter how many sensor boosters are on it.

but in reality the grid being centered around each ship isn't feasible as you would have lots of grids overlap on things like undocks and massive fights. im sure that would cause a massive server problem. in reality all games have a grid because you can only see something for so far rather its people on a land based mmorpg or a ship in space

"Sarcasm is the Recourse of a weak mind." -Dr. Smith

Mournful Conciousness
Federal Navy Academy
Gallente Federation
#5 - 2015-03-13 16:07:38 UTC
As a software developer, if I was asked to remove the localisation of object management in a massively multiplayer distributed system (a.k.a. the grid) I would struggle to imagine how I was going to track the millions of individual objects in eve space in anything like real time.

If I were asked to improve the grid proximity and merging code... that would be simple.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Paranoid Loyd
#6 - 2015-03-13 16:16:22 UTC
Reina Xyaer wrote:
Paranoid Loyd wrote:
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked


His point is still extremely valid you troll

Time to remove the "grid" from EVE.

Just because you don't agree with me doesn't mean I'm a troll.

If you know anything about how idiotic saying "time to remove the grid" is you would be perceived as the troll. But I'm gonna go with you don't.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

xttz
GSF Logistics and Posting Reserves
Goonswarm Federation
#7 - 2015-03-13 16:19:47 UTC
Reina Xyaer wrote:
Paranoid Loyd wrote:
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked


His point is still extremely valid you troll

Time to remove the "grid" from EVE.


Remove all grids, walk in stations forever!

Wait, why won't this door open...?
Reina Xyaer
Tha Lench Mob
#8 - 2015-03-13 16:36:07 UTC  |  Edited by: Reina Xyaer
Paranoid Loyd wrote:
Reina Xyaer wrote:
Paranoid Loyd wrote:
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked


His point is still extremely valid you troll

Time to remove the "grid" from EVE.

Just because you don't agree with me doesn't mean I'm a troll.

If you know anything about how idiotic saying "time to remove the grid" is you would be perceived as the troll. But I'm gonna go with you don't.



You're not a troll because I disagree, you're a troll because your comment is just trying to be snarky and condescending, instead of actually responding to the concept.

It's not idiotic, it's what we should be striving for.


Quote:

and with the capability to snipe even longer ranges ranges because my tempest is stuck at 249.99kms for range no matter how many sensor boosters are on it.

but in reality the grid being centered around each ship isn't feasible as you would have lots of grids overlap on things like undocks and massive fights. im sure that would cause a massive server problem. in reality all games have a grid because you can only see something for so far rather its people on a land based mmorpg or a ship in space

Quote:
As a software developer, if I was asked to remove the localisation of object management in a massively multiplayer distributed system (a.k.a. the grid) I would struggle to imagine how I was going to track the millions of individual objects in eve space in anything like real time.

If I were asked to improve the grid proximity and merging code... that would be simple.


What's to stop the "grid" from being the whole system? You lack imagination.
Paranoid Loyd
#9 - 2015-03-13 16:42:15 UTC  |  Edited by: Paranoid Loyd
Reina Xyaer wrote:
You lack imagination.

You lack understanding of bandwidth and processing power. Not to mention legacy code.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Reina Xyaer
Tha Lench Mob
#10 - 2015-03-13 17:05:22 UTC
Paranoid Loyd wrote:
Reina Xyaer wrote:
You lack imagination.

You lack understanding of bandwidth and processing power. Not to mention legacy code.



I must, because I fail to see how just changing the game to X,Y coordinates over the entire system would be any harder than having the system divided up into "grids".

Currently, the server still records where you are in system. All the grid does is determine if you can see something on your overview. Why can we not just do away with the grids and have each ship have a max "view distance" that lets them either see something a certain distance away, or not see it.


"Legacy code"... yes, the code that I'm suggesting be CHANGED.

"Omg that code can't be changed because it is already the way it is" - You
Mournful Conciousness
Federal Navy Academy
Gallente Federation
#11 - 2015-03-13 17:11:38 UTC
Reina Xyaer wrote:


What's to stop the "grid" from being the whole system? You lack imagination.


I have to admit that in my 30-year career as a software developer you are the first person to accuse me of "lacking imagination". I'm usually accused of "trying to push the boundaries of computing too far", and the high points of that career have been proving these naysayers wrong.

However, to answer the specific question.

Every single object you see (and don't see) in space in an eve system has to be tracked. Every asteroid, jet can, wreck, drone, missile group, smart bomb... you get the picture. If it has the remotest chance of interacting with another object then this relationship must be tested for.

In order to reduce the number of interactions checked (e.g. collisions) the logical thing to do is to reduce the number of tests that must be performed. By logically placing each object in its own little sphere of influence (grid) it means that the server code is freed from the burden of dynamically determining which interactions have occurred, which ones may occur and which ones never will.

If all objects were on one mega-grid then (for example) every ship would need to be tested for collision against every other, every frame. The vast majority of these collision checks would be redundant.

In addition, the position, orientation, velocity etc of every single ship would need to be communicated to your client, every tick. And then your client would need to figure out which ships to show you. It could discount (say) every ship that was beyond the horizon of your vision, but it would have to perform a calculation (involving taking the square root of squares) every frame refresh.

All of this unnecessary work can be completely eliminated by splitting up the system into 'volumes of interaction' (grids) and each grid can then be computed separately (and in parallel!). Only information about items in your grid need be communicated to your client - saving bandwidth and preventing lag, whinging and crying players.

The only complication with this system is when two adjacent grids grow to the point where events in one could influence events in another (smart bombs, ships moving from one to the other, etc). Relative positions of grids is simply a matter of computing the intersection of bounding spheres (simple maths). When two grids collide the contents of both could be dumped into a new bigger grid. There would be a moment of lag while it all figured itself out, but not too big a deal - it only happens rarely.

So rarely in fact that I suspect the dev team figure that it's a problem that does not need a solution.

Embers Children is recruiting carefully selected pilots who like wormholes, green killboards and the sweet taste of tears. You can convo me in game or join the chat "TOHA Lounge".

Paranoid Loyd
#12 - 2015-03-13 17:15:58 UTC  |  Edited by: Paranoid Loyd
Reina Xyaer wrote:
"Omg that code can't be changed because it is already the way it is" - You

I never said this, I am simply pointing out you are arguing it is a simple change when the reality it is far from that. See the post above.

"There is only one authority in this game, and that my friend is violence. The supreme authority upon which all other authority is derived." ISD Max Trix

Fix the Prospect!

Bronson Hughes
The Knights of the Blessed Mother of Acceleration
#13 - 2015-03-13 17:51:45 UTC
Reina Xyaer wrote:
What's to stop the "grid" from being the whole system? You lack imagination.

Imagine, if you will, any large scale battle in sov nullsec where the grid slows to a grinding halt under heavy TiDi.

Now, imagine that the grid was the entire system and the server had to deal with every ship, collider, missile, NPC, POS shield, smartbomb, stealth bomber bomb in that system at the same time. If the existing hardware and network bandwidth can't handle packed grids, how precisely do you propose that they handle entire systems without subdividing them into unique grids?


I will concede that "grid-fu" is a thing, and that it could likely be reduced by using more creative grid boundary definitions, but doing away with grids entirely is simply not realistic given current hardware and bandwidth limitations.

Relatively Notorious By Association

My Many Misadventures

I predicted FAUXs

Colette Kassia
Kassia Industrial Supply
#14 - 2015-03-13 17:52:43 UTC
I think that some kind of "working grid" will always exist under the hood. What we want is to not see any evidence of its existence.

This mean identifying the maximum range that two ships can be relevant to each other and growing the grid as needed. It also means checking if two nearby grids (in global coordinate-space terms) are starting to approach each other and, if needed, merging them. You just only inform the client about things that are within their visual range.
Reina Xyaer
Tha Lench Mob
#15 - 2015-03-13 17:59:00 UTC
Colette Kassia wrote:
I think that some kind of "working grid" will always exist under the hood. What we want is to not see any evidence of its existence.

This mean identifying the maximum range that two ships can be relevant to each other and growing the grid as needed. It also means checking if two nearby grids (in global coordinate-space terms) are starting to approach each other and, if needed, merging them. You just only inform the client about things that are within their visual range.


This.
Lienzo
Amanuensis
#16 - 2015-03-13 18:27:30 UTC
I like having a fog of war. If the grid was restricted to a certain number of objects, then you could still have a massive fleet fight, but you would all be fighting different groups of targets unless you actually reposition yourself across the field. If you were in an anomaly, or a vast belt, it would shrink down the field of awareness of both hunter and hunted.

How to allow the player to see both the stars and have a limited draw range of objects is an aesthetically challenging task. Other games can get away with using the landscape.

Perhaps EVE could get away with having a more limited HUD overlay range, and then have objects continually shrink over distance until the single point winks out of the differentiable resolution limit of our sensors.
Lugh Crow-Slave
#17 - 2015-03-13 19:03:43 UTC
i feel the current grid system is fine(not perfict but about as good as they can get with current tech) however i would like the max targeting range to lose its hard cap so i can lock past 250km
Kabark
Schilden
#18 - 2015-03-13 21:26:51 UTC
Agondray wrote:
Reina Xyaer wrote:
Paranoid Loyd wrote:
Born 2008, 2700 kills, doesn't know about grid-fu. Shocked


His point is still extremely valid you troll

Time to remove the "grid" from EVE.


and with the capability to snipe even longer ranges ranges because my tempest is stuck at 249.99kms for range no matter how many sensor boosters are on it.

but in reality the grid being centered around each ship isn't feasible as you would have lots of grids overlap on things like undocks and massive fights. im sure that would cause a massive server problem. in reality all games have a grid because you can only see something for so far rather its people on a land based mmorpg or a ship in space

I'm just here to support expanding the grid. I love my Rokh. I would love my Rokh even more if I could snipe from 250km to 500km. 1000km grid. Oh please give me a max range of 500km! Oh the sniping potential!
Madd Adda
#19 - 2015-03-13 22:16:22 UTC
I think they limited it partly due to the what the server can handle, but there is the balance issue too. there is what people say above me saying "i want to snipe from 250km+" which is scary enough as is.

Carebear extraordinaire

Kabark
Schilden
#20 - 2015-03-14 00:46:54 UTC
Madd Adda wrote:
I think they limited it partly due to the what the server can handle, but there is the balance issue too. there is what people say above me saying "i want to snipe from 250km+" which is scary enough as is.

I can effectively apply around 300 dps at 250km which is good for rail guns at that distance. I barely have the tracking to hit a cruiser at transverse of 500m/s which is about the limit for rail gun at that range. At 500km you should be able to apply around 100 dps on a battleship sized target moving. Anything smaller and you just couldn't hit. I don't think there is any balance issue with extending the range, only a programming issue.
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