edelbitter

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.)

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mynegation

What engine? Is not this game played in a spreadsheet?

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cassianoleal

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!

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msukkarieh

interestingly they support multiple graphics APIs (Dx11, Dx12, and Metal) through an abstraction layer: https://app.sourcebot.dev/chat/cmrcbnd6u00cvwa5bup88jf0j

taybin

For a long time I was convinced they used Erlang for handling all the distributed, concurrent state. I guess not.

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sushidev

Can I use this to release my own games, and does this release includes everything needed to build games like EVE online?

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jdw64

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.

hparadiz

Not a fan of space engines where locations are fixed.

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lyu07282

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.

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Cthulhu_

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.

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