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 May 16th, 2015

Still here, still going strong. As before I'm still waiting on the engine to be updated before I can make any significant leaps in functionality, but in the meantime I've been wiling away the hours fleshing out the details.

Using the listed explosion radii of weapons in the stats, the lore, and real-world equivalents I've extrapolated the explosion size and splash damage range of all of EVE's turrets.

Energy weapons, used by the Amarr, don't actually have any splash damage and therefore create a crater the same width as the beam or pulse it emits. This is made up by the fact that beams are comprised of strings of projectiles so close together that they look like one single object. This means you can drill down hundreds of meters, creating precise scars in the earth. Energy weapons are also the most consistently accurate and have the fastest muzzle velocity.

For weapons that do produce explosions, their size can vary from 2.77 meters wide to 14997.15 meters wide. The former is from a 125mm Autocannon, a rapid-firing gun-powder based weapon that uses the same ammunition as today's modern tanks and is the weakest weapon in EVE. The latter is from the bomb launched by stealth bombers and is the equivalent of 100 Megatons, or two Tsar Bombas, and is visible from space.

Finally I've also modelled visualisations of the range and accuracy of the weapons. Like in the Combat Visualisation news update, the length of the cones represent the max range of the weapon whilst the base of the cone represents the possible space the projectile can occupy. Typically in EVE the optimum range for attacking is roughly a quarter of the maximum range. This means that as you fly towards your enemy the surrounding space should be filled with projectiles whizzing past. However if in reality it means the majority of combat consists of firing at a far-away pixel, the ranges will be scaled down.The rest of the screenshots can be viewed in the Images section.

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EVE:WORLD
EVE:WORLD

EVE:WORLD

Updated 1 month 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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figalot
figalot Nov 14 2010, 6:33am says:

How is this even possible ? seems like it would be impossible to run unless you had a super computer

+1 vote     reply to comment
gert7
gert7 Nov 28 2010, 6:46am replied:

It's possible with any regular GPU. It's just very good level of detail management.

+1 vote     reply to comment
FelipeFR
FelipeFR Nov 1 2010, 1:17pm says:

Very amazing.

+1 vote     reply to comment
Swaggletooth
Swaggletooth Oct 31 2010, 9:47am says:

I really like the look of this engine. How moddable is it - what tools are used for creating maps, and what scripting language does it use?

+2 votes     reply to comment
cameni Creator
cameni Nov 1 2010, 2:34am replied:

It creates a whole planet from available data - heighfields in varying resolution and rough climate data (this will come later), refining it all down using fractals. There will be also tools for interactive terrain and land class editing.

Tool windows are currently coded in html & javascript and run in embedded Chromium browser, but another scripting language will be added for the game code.

+1 vote   reply to comment
tormut2
tormut2 Nov 6 2010, 12:28pm replied:

Dear god, thank you

+1 vote     reply to comment
Stogie83
Stogie83 Oct 31 2010, 5:37am says:

Combine this engine with Arma and OFP :P

+2 votes     reply to comment
Ish1987
Ish1987 Oct 3 2010, 10:37am says:

This is very impressive.. I know devs hate this question but when could we see a game with this engine do You think? Armed Assault 3 *drools*
Their current engine lacks in so many ways. This would be what made it the best game ever made *jaw drop*

+1 vote     reply to comment
cameni Creator
cameni Oct 31 2010, 5:00am replied:

Development of a combat flight sim game using this engine should probably start in 2011.

+1 vote   reply to comment
GARYOSAVAN
GARYOSAVAN Sep 13 2010, 6:10pm says:

I like that engine. :)

+1 vote     reply to comment
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