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...

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axeves
axeves Jun 21 2011, 8:45am says:

I need this engine :(

Any plans for any kind of tech demo or similiar? :D

+2 votes     reply to comment
cameni
cameni Jul 14 2011, 4:06am replied:

We plan to release one later this summer, if all goes right.

+2 votes     reply to comment
xilefian
xilefian May 11 2011, 7:34am says:

A space trade sim would be brilliant on this.

+4 votes     reply to comment
Clay_More
Clay_More Mar 5 2014, 6:57pm replied:

i think any game with this would be brilliant if its even just for the scale.

+1 vote     reply to comment
ImABot
ImABot May 9 2011, 7:48pm says:

Uhhhh i don't think this is a video game engine guys, I'm almost positive that this is for simulations, and other ****, just saying.

-4 votes     reply to comment
gert7
gert7 Jun 11 2011, 12:39pm replied:

It's a codebase, you fool!

+1 vote     reply to comment
aloha2436
aloha2436 May 29 2011, 1:52am replied:

And why the hell not?

+1 vote     reply to comment
PedobearNED
PedobearNED May 5 2011, 6:13pm says:

it's nice to see some more updates again :) keep going the right direction!

+1 vote     reply to comment
adv0
adv0 Apr 12 2011, 10:43pm says:

If this thing had full dynamic deferred rendering capability I would reassemble my head just to have it explode again.

+1 vote     reply to comment
Bluedrake42
Bluedrake42 Mar 30 2011, 10:34am replied:

yeah I think people need to keep in mind... these guys make the engine, other developers make the games that go on the engine. That's not always the case... but yeah... it usually is. So if you want a particular game you'd be better off showing this engine to some other developers you like

+1 vote     reply to comment
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