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  (20 - 30 of 102)
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
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
cinco
cinco Feb 8 2011, 7:45pm says:

**** off, guys. let them do what they want to do with the engine before you swamp them with requests. this is their ip. if you want to contribute, join the team, don't spam ridiculous and frankly, unrealistic goals.

christ...people think building a world class engine such as this is like going to summer camp.

+3 votes     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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