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 Aug 10th, 2014

The past few weeks I've been playing around with the flight models and the warp drive. It's rewarding to see all the different ships interacting with each other. Battleships need a good 10 seconds to accelerate into a turn whilst frigates swarm around them.


Initially I wasn't planning to include warp but the sheer size of even our local space made it a necessity. Like in EVE Online your forward speed needs to exceed 3/4 of your max speed for warp to be available. For the moment warp speed is set at 1/10th the speed of light by default, and whilst in EVE Online you need a special jamming ship to inhibit warp movement, for the moment the plan is for any ship to be forced to drop out of warp the minute it is picked up by an enemy ship's radar. Radar range spans from 1 km to 250 km. This is because space is so much larger than in EVE Online that I need to discourage people from simply circumnavigating enemy fleets. It also means that even a Shuttle can have a useful effect on an enemy capital ship.

Media Update - To the Moon 10/08/14

I tested the warp drive by taking a trip to the moon in an Amarr Shuttle. It's to scale and orbits at an altitude of 384,000 km like the real thing.

More screenshots in the gallery.

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EVE:WORLD

EVE:WORLD EVE:WORLD Indie

Updated 1 week 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  (10 - 20 of 103)
salesmax
salesmax Feb 28 2012, 2:41pm says:

which sistem it uses? Voxels or Poligons?

+2 votes     reply to comment
3rdguards
3rdguards Feb 26 2012, 7:38pm says:

I also agree. I just played the demo and although I can barely run it, to say the least I found it amazing, truly amazing work you have here guys!.

+2 votes     reply to comment
CaptainLagfail
CaptainLagfail Feb 28 2012, 12:35pm replied:

Seems a lot of people can play the demo fine... I opened it, created an account, logged in and it's not giving an option to demo... I get 'pay $15' or 'cancel'.

+2 votes     reply to comment
cameni
cameni Feb 29 2012, 4:06am replied:

You don't have to create an account at all to play demo. Just press that big "DEMO MODE" button. Once there's something written in the login name, it changes to "Login"

+2 votes     reply to comment
xilefian
xilefian Feb 25 2012, 11:08am says:

After trying the demo I'm still very impressed, I have one gripe and that's the stream times for data, it's partly my fault though, I have a very slow hard drive and my CPU is getting old, the rendering on land is rather sluggish, my GPU is quite top-end so I'm guessing my CPU is bottle-necking me.
I can think of some great applications for this tech, it would be brilliant to see where this goes in the future.

+2 votes     reply to comment
OzuFin
OzuFin Feb 25 2012, 7:15am says:

Never thought I'd live to see this.

+2 votes     reply to comment
Hell_Diguner
Hell_Diguner Sep 16 2011, 12:57am says:

Hey, long time no update?

+3 votes     reply to comment
Willium_Bob_Cole
Willium_Bob_Cole Aug 7 2011, 3:13pm says:

create an awesome HD creature creation with actual DNA so they can go off and evolve on their own, and you can have an EPIC spore clone here... I'd love to see what else could be done with this engine =]
edit: also minecraft building abilities. in HD. so much potential here =D

+2 votes     reply to comment
HerrGeneral
HerrGeneral Jul 14 2011, 1:50am says:

Are you planning real time terrain deformation? Imagine grabbing a spade and digging yourself a hole in this engine...

That, and if you could make a particle system that's good enough to match the rest of the engine, you would have one of the greatest possibilities ever, especially for war games.

+2 votes     reply to comment
cameni
cameni Jul 14 2011, 4:11am replied:

Yes, realtime deformation is in the plan, the way the roads are done is also a type of terrain deformation. It just needs some additional support to make it realtime, with larger and more complex changes possibly hidden behind a particle cloud while the terrain gets reprocessed.

+2 votes     reply to comment
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