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Posted: 02 May 2007, 18:01
by hollowsoul
Eve-online backend is written in python stackless.
The client itself is not python.
Main reason devs gave this is to make it easier to implentment changes. Which can agree on

As for unitylobby taken userbase away calling it quits. Takes up to much time. May want to look at latest svn. Have some code abstracted.
i.e battle info is in classes (including bitmasks code & creating script.txt)
Variable names in battle info class could do with some cleaning up.

There is also a python unitsync script that stores info in a elementtree xml file.
And a class for reading / saving it (i.e getmapinfo() etc). So u dont need unitsync.so{.dll} hogging cpu usage (may cause a timeout in lobby chat in worse case scenario)

Note lobby protocol is not in utf (dont have the encoding off hand).
Also recommend python twisted, makes debugging code in threads & writting connection code a piece of pie. If u need help with python twisted give me a pm.

Anyway gl

Posted: 03 May 2007, 02:04
by Zpock
If everyone was talking in english only, it would be great since everyone would understand everything and not learn unneccesary stuff. You might want different languages to exist becouse you enjoy the languages themselves however. Hence, their toys.

And about EVE online, wich I respect utterly for their great ideas, I think they are idiots for not using an efficient language. The game is great, but the client always sucked like someone mentioned. Not as much as supcom with it's LUA-everything orgy tough. Maybe it's not the language itself, but that the programmer gets stupid/lazy by using it and screws over performance, I dont know.