EVE Frontier | Frontier Physics - Fanfest 2025

The CCP Wizard presentation at Fanfest 2025 introduces Eve Frontier’s advanced, deterministic physics engine based on Newtonian fluid dynamics, emphasizing realistic collision detection, ship movement, and combat mechanics that prioritize fun over strict realism. It also discusses technical innovations like octree occlusion checks and cone-based targeting, along with potential future features and their impact on gameplay, highlighting ongoing efforts to optimize performance for large-scale battles.

The presentation at FanFest 2025 by CCP Wizard focuses on the physics system in Eve Frontier, highlighting how it differs from traditional Eve Online physics and the underlying implementation. CCP Wizard explains that the game’s physics engine is deterministic, based on Newtonian fluid dynamics without gravity, allowing precise calculation of object positions over time. The game uses a modified approach to simulate space combat, where ships always face the direction of acceleration, and thrust is always forward, with internal reaction wheels controlling orientation instead of thrusters for better stability and energy efficiency.

Key gameplay and technical changes include the removal of perpetual energy generators (PEGs) used in Eve Online, replaced by a system where faster-than-light travel relies on negative energy linked to the stillness fabric of space. Ships are powered by derivatives of crude matter, and their top speeds are limited by drag caused by inactive drives. The physics system enforces realistic collision detection, with ships having multiple collision spheres for better accuracy, and bullets or projectiles now travel in a cone with a probability distribution, making hits more realistic and less deterministic than in previous versions.

Ship orientation and movement are managed through internal reaction wheels, and the physics engine calculates linear and rotational motion using similar equations, though some approximations are necessary for rotation due to computational constraints. The line of sight calculations utilize an octree grid structure, enabling fast occlusion checks to determine if objects or ships are hidden behind obstacles. However, these occlusion calculations are computationally intensive, often consuming over 90% of physics processing time, which the developers are working to optimize for large fleet battles.

The system introduces more realistic collision responses, where ships bump off each other rather than exploding, and collision effects depend on where the ships are hit, such as front or side. The cone-based targeting and tracking model accounts for high angular motion, making shooting more nuanced, especially in dynamic combat scenarios. CCP Wizard emphasizes that the physics engine is designed for fun and gameplay rather than strict realism, with certain approximations and limitations, like the absence of gravity and simplified rotational physics, to facilitate engaging space battles.

Finally, CCP Wizard addresses potential future features and questions, such as the possibility of targeting specific ship zones or modules, the impact of mass and jettisoned modules on ship acceleration, and whether these physics updates might extend to Eve Online. While some technical features could be adapted, many changes are disruptive to gameplay and would require careful consideration. Overall, the presentation provides a comprehensive overview of the sophisticated physics behind Eve Frontier, blending scientific principles with game design to create a compelling space combat experience.