Planetary engine that can be used with real elevation data of arbitrary resolution, while being progressively enhanced by fractal algorithms. The fractal algorithms refine and introduce details down to centimeter resolution and can be parametrized by elevation and land class data. A completely random fractal terrain is possible too, or a terrain can be sketched in rough resolution with fractal generating the details. Level of detail ranges from thousands of kilometers down to centimeters, with full visibility. The engine is fully asynchronous, majority of the algorithms running on the GPU while the rest is distributed to multiple CPU cores.

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About EVE:WORLD with 1 comment by Mob11 on May 16th, 2015

Still here, still going strong. As before I'm still waiting on the engine to be updated before I can make any significant leaps in functionality, but in the meantime I've been wiling away the hours fleshing out the details.

Using the listed explosion radii of weapons in the stats, the lore, and real-world equivalents I've extrapolated the explosion size and splash damage range of all of EVE's turrets.

Energy weapons, used by the Amarr, don't actually have any splash damage and therefore create a crater the same width as the beam or pulse it emits. This is made up by the fact that beams are comprised of strings of projectiles so close together that they look like one single object. This means you can drill down hundreds of meters, creating precise scars in the earth. Energy weapons are also the most consistently accurate and have the fastest muzzle velocity.

For weapons that do produce explosions, their size can vary from 2.77 meters wide to 14997.15 meters wide. The former is from a 125mm Autocannon, a rapid-firing gun-powder based weapon that uses the same ammunition as today's modern tanks and is the weakest weapon in EVE. The latter is from the bomb launched by stealth bombers and is the equivalent of 100 Megatons, or two Tsar Bombas, and is visible from space.

Finally I've also modelled visualisations of the range and accuracy of the weapons. Like in the Combat Visualisation news update, the length of the cones represent the max range of the weapon whilst the base of the cone represents the possible space the projectile can occupy. Typically in EVE the optimum range for attacking is roughly a quarter of the maximum range. This means that as you fly towards your enemy the surrounding space should be filled with projectiles whizzing past. However if in reality it means the majority of combat consists of firing at a far-away pixel, the ranges will be scaled down.The rest of the screenshots can be viewed in the Images section.

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Updated 1 month ago TBD Single Player Futuristic Sim

EVE:WORLD is a free project that takes advantage of the Outerra engine's 1:1 scale rendition of Earth to bring you a planetary invasion simulator set...

Post comment Comments  (0 - 10 of 99) Jul 26 2014, 4:59am says:


+1 vote     reply to comment
Clay_More Mar 5 2014, 6:53pm says:

this looks so incrediubly realistic i lack words to describe it... i hope this engine will bring gaming to the next level.

+2 votes     reply to comment
abowden Jul 17 2013, 10:58am says:

have you guys thought of collaborating with or assimilating beamng? they have made one of the best physics engines I have ever seen, with proper, realistic deformation, bending, twisting and such. I feel that that, along with improved water physics would make great strides on the path to near-complete realism.

+3 votes     reply to comment
Rayman51 Feb 25 2013, 1:23pm says:


+3 votes     reply to comment
X988123 Oct 31 2012, 2:10pm says:

when i try buying the game says purchase failed or was canseled tryed in game and in my browser any reason this is failling is the buying service down?

+2 votes     reply to comment
cameni Creator
cameni Dec 21 2012, 2:49pm replied:

Usually happens when your bank rejects the payment for some reason, and Paypal only reports the error.

+2 votes   reply to comment
Soulstormfan Oct 13 2012, 2:28am says:

Haha! thats what Im looking for! Tracking

+3 votes     reply to comment
dron1885 Mar 5 2012, 11:39am says:

Awesome landscapes, really smooth changing oh LOD. But there one broblem - it is static. How engine handle dynamic objects?

+2 votes     reply to comment
cameni Creator
cameni Mar 18 2012, 7:18am replied:

Normally, there's nothing preventing it. Environment animation was simply not implemented yet.

+2 votes   reply to comment
salesmax Feb 28 2012, 2:41pm says:

which sistem it uses? Voxels or Poligons?

+2 votes     reply to comment
cameni Creator
cameni Feb 29 2012, 4:07am replied:


+2 votes   reply to comment
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