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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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 102)
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
cameni
cameni Dec 12 2009, 1:43am replied:

There should be shadows in a week or so, currently there's only a kind of ambient darkening for the forest.
Clouds will come later, probably using SimulClouds library, if it can handle the scale.

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