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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EVE:WORLD

EVE:WORLD EVE:WORLD Indie

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  (90 - 100 of 103)
CMDKeen
CMDKeen Apr 5 2010, 3:04pm says:

Is the engine free for non-commercial use?

+1 vote     reply to comment
Bluedrake42
Bluedrake42 Mar 12 2010, 10:37am says:

This would be great for mil sim type games (I'm thinking operation flashpoint style =) )

+1 vote     reply to comment
nokanomi
nokanomi Mar 4 2010, 11:53pm says:

hm...could this engine in a futer form handle multipple planets (solar system) and if so could you have spaceships capable of carrying people (or cpu) to the other planets? and also, will this game be fps, tps, rts or a hybrid?or will it be up to modders?also, to go along with the solar system idea, could you make maps for certain mods if it is up to the modders to handle gameplay? and also, will this game hold full sized planets or downsized? lol i just wanted to know some stuff. also, nice physics, would it be possible to have obsourbant materials to obsorb shock from bullets, missils etc? such as water only...denser? also nice engine, hope you dont mind if i track

+1 vote     reply to comment
cameni
cameni Mar 15 2010, 3:23am replied:

Multiple planets can be handled, and the planets can be full sized. This is just an engine, not a game, so many of your questions cannot be answered as they are specific to a game that will use the engine.

+1 vote     reply to comment
Justin123991
Justin123991 Feb 10 2010, 5:52pm says:

Can you make an online multiplayer game?

+1 vote     reply to comment
morphfox
morphfox Jan 31 2010, 1:07am says:

Oh thanks god. I've been looking for an engine capable of of handling a fully sized planet.I've finally found one. :D

If you can mod a game that uses this engine...how much/far can you mod? like almost open source or limited like half life 2?

+1 vote     reply to comment
cameni
cameni Feb 2 2010, 8:03am replied:

Well I expect you'd be able to mod everything that the procedural engine uses as its inputs - height maps, land class maps, materials, vegetation mapping rules, fractal mixer coefficients etc. Also the models and such stuff. What could be moddable in game play and rules depends on the game itself, though.

+1 vote     reply to comment
morphfox
morphfox Feb 19 2010, 7:32pm replied:

will you be releasing the source code?

+1 vote     reply to comment
Switchback77
Switchback77 Jan 28 2010, 8:50am says:

i know nothing about engines, but dam nice phisics. cant wait for citys to start being rendered(unless not posible)

oh is there voxel terrain? (able to blow holes in the earth) or is it planned?

+1 vote     reply to comment
cameni
cameni Jan 28 2010, 3:12pm replied:

No voxels there, but the terrain can be deformed and automatically re-textured so there can be craters etc.

+1 vote     reply to comment
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