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Re:Networked games: Playing in the past or future by meheleventyone on Thursday July 16, 2020 @03:18AM (#23856625)
I worked on EVE at the time this was done, although not on Time Dilation itself. It’s really even more interesting because EVE is written with Stackless Python. The team also outs out a lot of technical blogs about the features including TiDi so rather than explain it I can let the guy who wrote it do so from the past.

https://www.eveonline.com/article/introducing-time-dilation-...

Re:Networked games: Playing in the past or future by jfkebwjsbx on Thursday July 16, 2020 @04:27AM (#23856956)
That naively means EVE simulation could be about 10x as fast if written in something else? Or did you speed up some modules in a native/JIT language?
Re:Networked games: Playing in the past or future by meheleventyone on Thursday July 16, 2020 @05:24AM (#23857217)
Well EVE is written in C++ with Stackless Python embedded so as you might expect parts like the renderer were already written in C++ but plenty of core systems have been rewritten over the years from Python to C++ although that those have been pretty herculean efforts of some very smart people.
Re:Networked games: Playing in the past or future by jfkebwjsbx on Thursday July 16, 2020 @09:44AM (#23858878)
Thanks! The renderer is to be expected to be in C++, but I was thinking about the server side more (the simulation).