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 3 comments by Mob11 on Jul 6th, 2014

I finally managed to get a flight model working and am busy plugging in all the stats for the different ships. It's working exactly as expected. Fighters run rings around any ship, dreadnoughts plough through frigates like they aren't there, capital ships are helpless when caught in Earth's gravity. With mid-sized ships I've been experimenting with re-entry angles and with some if you put them into a shallow dive they pick up enough velocity to escape orbit when you pull up. Or if you're really skilful you can balance a battlecruiser on the top of a pin by pointing the ship vertically upwards and using its main engines to hover whilst your turrets lock on. However some battleships and larger vessels are proving a bit too slow for human control. In some it would take 10 minutes of holding down a button before you could visually confirm the command was received. The issue is that all my stats are based on "off-the-shelf" ships, but in reality it's expected that anyone who has the skill level to operate a battleship or dreadnought has multiple additional skills that add bonuses to the ship's manoeuvrability. The same goes with some of the larger turrets so I will be tweaking the values for them prior to release.

You can also see the animations are functioning well. At the moment the turret movements are a proof-of-concept. In the final game each turret will need to alter its pitch slightly using an A* based algorithm so that all projectiles converge on the same point. The video demonstrates that I can select groups of turrets at will and orient them in whatever direction I please. It's been 5 months since I started this project and 4 months since I made it public. Here's an overall view of progress:


  • Models
  • Environments
  • Sounds

Well on their way to being completed

  • Animations
  • Flight models
  • Glows

Only exist on paper

  • AI
  • Weapons
  • Particle effects, engine trails, etc
  • Game framework, e.g. win/lose conditions
  • GUI

There are some "blue sky" objectives as well, such as custom shaders to help recreate the look of EVE Online. With flight models making progress I can also start working on AI. My template for AI behaviour is that of Freespace 2. For me that had a very nice balance of small ships being able to go near big ones without being instantly killed, capital ships being able to engage multiple targets, missiles being intercepted, strike bombers being escorted, the threshold at which enemy fighters gave up pursuing you, etc. And fortunately for me all of the code functions are open-source.

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Updated 6 days 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 102)
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 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 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 Feb 29 2012, 4:07am replied:


+2 votes     reply to comment
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Anteworld multiple tree species support * faster grass rendering * Nvidia drivers bug workaround

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Anteworld version bug fixes, added SM11 bus model with door animation

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