03-20-2022, 01:21 AM
(03-20-2022, 12:25 AM)Starhero Wrote: Not quite reading the entire thread but my 2 cents of simulation is this
If the system has bases in it...doesn't it need to be lightly simulated at least for production and taxes? If we are ONLY talking about render then yes 230k systems is completely and utterly absurd given that its a new universe and there aren't 230 people playing.
It all depends on where that simulation for bases and cities and such, is ... in the code for simulation.. Technically orbits COULD stop when no player is in a system..but wouldn't this mess with calculations of solar power and farming?
Maybe I'm just confused on how the game is simulated...are cities on a completely different part of the simulation you guys are talking about? Cuz it's def possible to hit a number like that in a mature universe, AND expected for an MMO (anyone saying otherwise...you must love limitations! It's not limited..so you can take EVERY planet..EVERY system...wouldn't that kill hazeron tho utterly from what you guys are saying?)
What are you guys calling "Simulated"? Are we talking orbits or just background data?
Stuff like this is where abstractions need to come in to the simulated state. A naive approach is indeed to fully simulate everything as if a player was there. A better approach (and one I would be surprised to hear Haxus isn't doing) involves simplifying the game states more. Orbits are (correct me if I am wrong) simple circles so a position is based on time and can be calculated pretty cheaply, without needing to physical 'move' a planet every second or so in the background if no one is there.
For example for farming/solar, you know the solar day period. Instead of calculating if the farm/solar is in light or not, average the output over the solar day period.
There are a lot of abstractions that could be done with the city processes / inventory that I don't know if it is being done, that probably could/should be done too. Reducing the CPU burden is important for desiring the vast scale of having these.
Ultimately, we know that in the past universes it was never this bad, so there likely is a bug somewhere that Haxus is working hard to track down and fix. Future optimizations are always welcome to, and I am hopeful Haxus will figure it out.
I've had an avatar stuck in limbo for five days, and when I wasn't in limbo past day 4 or day 5 of this universe most systems were utterly unplayable to be in with actions taking minutes to take effect, with AI crew constantly crashing into planets / atmospheres/ stars and ships getting destroyed, etc. I really hope all these issues can be fixed before establishing the pay to play plans, because if I am being honest (and I hope I am not alone in this), I wouldn't really be willing to pay for months when I can barely play due to issues. I want to support Haxus of course, but these are huge issues that haven't been as bad in the past. I do hope Haxus can figure out what is causing them!