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 Jul 6th, 2014

I finally managed to get a flight model working and am busy plugging in all the stats for the different ships. It's working exactly as expected. Fighters run rings around any ship, dreadnoughts plough through frigates like they aren't there, capital ships are helpless when caught in Earth's gravity. With mid-sized ships I've been experimenting with re-entry angles and with some if you put them into a shallow dive they pick up enough velocity to escape orbit when you pull up. Or if you're really skilful you can balance a battlecruiser on the top of a pin by pointing the ship vertically upwards and using its main engines to hover whilst your turrets lock on. However some battleships and larger vessels are proving a bit too slow for human control. In some it would take 10 minutes of holding down a button before you could visually confirm the command was received. The issue is that all my stats are based on "off-the-shelf" ships, but in reality it's expected that anyone who has the skill level to operate a battleship or dreadnought has multiple additional skills that add bonuses to the ship's manoeuvrability. The same goes with some of the larger turrets so I will be tweaking the values for them prior to release.


You can also see the animations are functioning well. At the moment the turret movements are a proof-of-concept. In the final game each turret will need to alter its pitch slightly using an A* based algorithm so that all projectiles converge on the same point. The video demonstrates that I can select groups of turrets at will and orient them in whatever direction I please. It's been 5 months since I started this project and 4 months since I made it public. Here's an overall view of progress:

Completed

  • Models
  • Environments
  • Sounds

Well on their way to being completed

  • Animations
  • Flight models
  • Glows

Only exist on paper

  • AI
  • Weapons
  • Particle effects, engine trails, etc
  • Game framework, e.g. win/lose conditions
  • GUI

There are some "blue sky" objectives as well, such as custom shaders to help recreate the look of EVE Online. With flight models making progress I can also start working on AI. My template for AI behaviour is that of Freespace 2. For me that had a very nice balance of small ships being able to go near big ones without being instantly killed, capital ships being able to engage multiple targets, missiles being intercepted, strike bombers being escorted, the threshold at which enemy fighters gave up pursuing you, etc. And fortunately for me all of the code functions are open-source.

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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  (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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