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 Sep 13th, 2014

Combat Visualisation 13/09/14

This Caldari fleet in orbit above Chile is actually quite small by EVE standards. At the moment the engine can sustain hundreds, possibly thousands, of objects and fleet battles in the final version will be as big as my computer can handle. Fleets will also have formations and structure instead of ships being randomly placed like above.

As we wait for the weapons API to be developed I thought I'd show you a representation of the weapon capabilities.

Combat Visualisation 13/09/14

A single Thorax class cruiser confronts the fleet. Like 95% of all the ships in the game it carries a mix of short range and long range weapons, with the choice between two loadouts that favours one range type over the other.

Combat Visualisation 13/09/14

I added translucent yellow cones to the barrels of the weapons, with the lengths representing the weapon's maximum range and the width its cone of fire. Weapon projectiles, typically only a few meters wide, will travel in a straight line at any angle from its emitter that lies within the confines of the cone. This means if the entirety of the cone's base is intersecting with a ship's hull it has a 100% chance of hitting it.

Combat Visualisation 13/09/14

As you can see in the images, some areas of the cone do not intersect with the enemy ships at all. This should help atmosphere immensely with balls of energy and streams of tracer rounds making close calls with your hull as you manoeuvre through battle. It also makes the distance from your target an important factor.

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Updated 2 weeks 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 103) 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 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
cameni Feb 29 2012, 4:07am replied:


+2 votes     reply to comment
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Latest tweets from @outerra

@geoffkeene Earth is around 20GB, from 90m height/500m color data. Artificial planets could use much less, but need extra procedural stages

Sep 11 2014, 3:56pm

@Chaoss86 What GPU & drivers version?

Sep 11 2014, 11:57am

Outerra Anteworld Oculus DK2 support, terrain & tree shadows, AO, auto flight mode

Sep 11 2014, 11:34am

RT @SaitekSim: VIDEO: Airbus A380-800 project running in Outerra Anterworld. Dig the landing gear.

Sep 3 2014, 3:02am

@geoffkeene Thanks! Only limited early licensing, mostly for special simulation projects now, still lots of missing stuff for general usage.

Aug 21 2014, 11:28am

@DurMan667 Rivers from OSM dataset parsed and prepared for import as vector data, but still missing several components needed for rendering

Aug 21 2014, 10:44am

RT @michalputo: Pretty cool. I wonder how it will look in the end product. The promise is there. WTG! @outerra @came

Aug 21 2014, 10:10am

Some animated slides from Outerra procedural engine presentation at FMX 2014 convention:

Aug 21 2014, 10:03am

@Erkallys not sure what you mean by "joining", but all our contact points are listed on our contact page at

Jul 27 2014, 3:22am

@moebert_13 new Oculus SDK was not released yet; DK2 will be supported in Outerra only after we can get our hands on it and test it.

Jul 20 2014, 2:21am

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