Epic Online Space Battle
New submitter nusscom writes "On July 28th, as has been reported by BBC, a record number of EVE Online players participated in a record-breaking online battle between two alliances. This battle, which was essentially a turf-war was comprised of over 4,000 online players at one time. The load was so large that Crowd Control Productions (CCP) slowed down the game time to 10% of normal to accommodate the massive amount of activity."
This is the largest battle to ever occur on EVE Online.
I was there (TM) It's not just the battle. It's the buildup. For 4 days we worked the system. Disrupting the enemy, destroying infrastructure. In the background spies worked there magic and Logistics move the materials of war into position. The phyc-ops and propagandist people boosted moral an got people to log in and participate. The battle is just one of the fun bits. 4000 pilots where just in the system. Without a doubt over 6000 pilots were involved on the day and closer to 10,000 for the buildup. EvE is serious spaceship business and this whole war is business. In EvE we are not ashamed to admit. We went to war for the Space monies.
I don't think you understand. Each 'solar system' in EVE runs on a single core - the system is not multi-processor friendly within a single solar system.
They moved the 6DVT(where the fight happened) system to the same blade server as Jita(the huge trade hub which regularly hosts around 1000-1500 people, most inside a station) but on a separate core.
400% of normal traffic to a single processor. That's impressive. Also, it's running python, so there's that as well.
If the only way you can accept an assertion is by faith, then you are conceding that it can't be taken on its own merits
As a frequent nano pilot, I beg to differ. Double click on a point in space, you fly there. Control you engine throttle manually, activate weapons, shield boosters, cap charges, warp scramble opponents, adjust transversal.. You call an action, it occurs. In any other game, you press button, thing happens. Are you instead referring to the lack of a flight stick style control method? If so then yes, you are correct. There is no flight stick or controller input. Are you perhaps talking about warping? That is a bit different as part of the game mechanics dictates that when you select a warp to target, you warp drive has to 'spin up' before you leave grid. This ensures you, as a potential victim, can't just run away without proper planning. Part of that whole 'risk-reward' system that EVE does so well. The controls are definitely real time, though I do understand your position. The EVE style of input is definitely something that takes getting used to. It is not Wing Commander. Well, unless you are flying an interceptor, that is. ;)
http://www.stackless.com/
They are using Python 2.7:
http://community.eveonline.com/news/dev-blogs/stackless-python-2.7/
Great discussion of pros and cons of Stackless:
http://stackoverflow.com/questions/588958/what-are-the-drawbacks-of-stackless-python
Here's an interesting page with a few nuggets of info. In the discussion section, some people claim that the game used to crash with space battles as small as 100 ships. Clearly the game has been improved since then.
http://highscalability.com/eve-online-architecture
If you are really interested, here's a talk from PyCon 2009 that goes into some detail on what they do with Stackless. They had some problems that only showed up on the crazy load of a real system, so they had to go live with some code to test it!
http://blip.tv/pycon-us-videos-2009-2010-2011/stackless-python-in-eve-pt-2-1959372
P.S. A couple of good trailers:
http://www.youtube.com/watch?v=HrrVDV_NsNo
This one bored me at first but then got much better as the music got going.
http://www.youtube.com/watch?v=euMjOHgb9A8
lf(1): it's like ls(1) but sorts filenames by extension, tersely