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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Finally, the engine update I have been waiting for has arrived. Rudimentary weapons can be implemented. I made a new video of the smallest and largest ones in EVE:WORLD and their effects on impact.

The Outerra engine's first iteration of weapons don't have full features yet. There's only one projectile type and no particle effects like muzzle flashes or smoke - something artillery based weapons will have a lot of. You can see the random inaccuracy added to the Autocannon's projectiles - calculated at +/-1.18 degrees - and the magnitude of difference between these frigate-sized weapons with the super-capital siege weaponry.

Beam lasers are already working and you can really feel the game elements coming together with the distinctiveness of each faction's weapon types helping to further differentiate them and give them a unique feel.

Video - Rudimentary AI

Video - Rudimentary AI

EVE:WORLD 1 comment

This update details the beginnings of some ship AI.

Weapons Abstraction

Weapons Abstraction

EVE:WORLD 1 comment

Today's update includes a wealth of images depicting the projectile size, explosion size, range, and angle-of-deflection for the weapons you will command...

Media - Procedural Fleet Generation

Media - Procedural Fleet Generation

EVE:WORLD 4 comments

Whilst waiting for engine development to progress I have worked on a few ancillary features such as fleet formations. Included are some new screens of...

Video - Carrier Operations

Video - Carrier Operations

EVE:WORLD 1 comment

This week's update is a video of a Caldari single-seater fighter launching from a super-carrier.

Add game Games
EVE:WORLD

EVE:WORLD

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 - 99 of 99)
CMDKeen
CMDKeen

Is the engine free for non-commercial use?

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cameni Creator
cameni

Licensing wasn't yet determined as it's far from finished, but it's possible.

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Bluedrake42
Bluedrake42

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

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nokanomi
nokanomi

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

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cameni Creator
cameni

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.

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Justin123991
Justin123991

Can you make an online multiplayer game?

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Switchback77
Switchback77

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?

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cameni Creator
cameni

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

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Erwaitin
Erwaitin

Good job there... impressive terrain models. Perhaps shadowing methods could be improved to get better results. What about clouds layers?

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cameni Creator
cameni

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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