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 2 comments by Mob11 on Apr 20th, 2014

I've spent the past few weeks extracting, labelling and sorting approximately 1400 sound files from EVE Online that are pertinent to EVE:World. These are predominantly all the necessary ship and weapon-centric sound effects with a selection of ambient ones as well.

I've finished mounting turret models on the Gallente and Minmatar factions and am nearly done texturing them. Like the ship models, each turret needs a base texture, a texture mask, glow map, normal map and specular map, except in this case the base texture needs to match the tint of the individual ship's hull the turret is mounted on.

Turrets & SFX - 20/04/14

As the normal maps are the last thing I'll work on it's forced me to cutdown on ingame shots as the lack of bump mapping creates the visual impression that parts of the hull are laminated, spoiling the screens. But I don't want people to think the project exists entirely inside a renderer so here's an ingame shot of a Minmatar Hurricane over a mountain range.

Turrets & SFX - 20/04/14

Finally, I'd like to put out a call for animators. Both the models and the Outerra engine are ready. It'll mainly consist of rotating turrets and radar dishes. If you are interested in working on this project, drop me a line. If there's a specific ship you'd like to see pictures of in the next update, mention it in the comments below!

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EVE:WORLD

EVE:WORLD EVE:WORLD Indie

Updated 4 days 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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