| ▲ | ShinTakuya a day ago | |||||||||||||
Rewriting it in Rust isn't automatically faster and more importantly Eve's gameplay is constantly being iterated on and Rust has proven to be bad for that. Moreover, most of Eve's bottleneck isn't single server speed, it's mostly network IO and database queries and latency. The big TiDi skirnishes in particular are slow due to this. | ||||||||||||||
| ▲ | tripleee 2 hours ago | parent | next [-] | |||||||||||||
On the iteration: I'm not sure that's the case anymore? Sure new content is added but it's largely within existing systems. The game is closing in on 25 years old at this point. I've no insight into what specifically their bottleneck is. The database doesn't sound like it'd be a factor, though, since the slowdowns are isolated to single nodes handling the area with players and don't effect others. | ||||||||||||||
| ▲ | JackMorgan 9 hours ago | parent | prev [-] | |||||||||||||
Could I see your sources for how Rust is slower for iterations? I've been working in JS, Python, C#, TS, and F# for about ten years. I'd guess F# and TS are tied for me for prototyping speed. I have to wonder how much the "common knowledge" that strongly typed languages are slower for prototyping is driven by unfamiliarity with the tool. | ||||||||||||||
| ||||||||||||||