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 Mar 30th, 2014

For the past 2 weeks I've been working on creating texture masks for all 127 combat ships (at time of counting).

Progress Update - 30/04/14Progress Update - 30/04/14

In EVE Online every object model has a base hull colour. In the case of Gallente, a solid grey like above. Then an individual texture mask comprised of two patterns and 3 colours is overlaid on top. This means that instead of creating large textures for every ship variant and manufacturer the game engine can change the ship colours on the fly. So Navy ships can have their camo patterns and Blood Raiders can have their red highlights without needing a whole new set of textures. Minmatar sails are a different kettle of fish altogether and their colouring and transparency won't be fixed until all the other model attributes are locked down.

Progress Update - 30/04/14Progress Update - 30/04/14

Another person has been working on the flight models. We have a spreadsheet of every ship and missile's mass, top speed, max acceleration, turning radii and so on ready to go. However at the moment the Outerra engine only supports JSBsim flight dynamic models. JSBsim is an industry-grade flight model for simulators. You input attributes like wing span, thrust, fuel weight and the model calculates the resulting speeds, lift, effects of altitude, etc. This is overly complex for our needs and relies on real-world data. An anti-gravity engine type has been created by us to provide a simple impulse-based flight model. It is functioning in JSBsim's native FlightGear and we are working to transplant it to Outerra.

Bonus announcement: The engine has native support for the Oculus Rift.

Progress Update - 30/04/14

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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 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.

+1 vote     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.

+2 votes     reply to comment
Rayman51 Feb 25 2013, 1:23pm says:


+2 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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Latest tweets from @outerra

@alexfevery probably not initially, but ultimately the whole solar system should be accessible

Apr 3 2014, 3:56am

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

Mar 12 2014, 10:50am

@Hasan_Sibaie At the moment the only option is Paypal, but it will also process CC payments without a Paypal account

Mar 6 2014, 12:35pm

Anteworld animated character FPS/TPS mode, enhanced materials, env reflections

Feb 15 2014, 11:09am

@elliothartley @Dragons8mycat Yep it's earth based, you can press G/M to see Google Maps or OSM synced to your current camera position

Feb 12 2014, 5:32am

Outerra: 2013 Retrospective, 2014 Look Ahead

Feb 9 2014, 11:41am

@ThomasPerain It can be bought only from within the tech demo - this is to ensure you can run it before buying

Feb 8 2014, 10:34am

RT @gamingarchaeo: Mind blown by @outerra. Playing around with archaeo-landscape visualization. Top-inset orig site photo.…

Feb 5 2014, 11:07am

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