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 Mar 30th, 2014

For the past 2 weeks I've been working on creating texture masks for all 127 combat ships (at time of counting).

Progress Update - 30/04/14Progress Update - 30/04/14

In EVE Online every object model has a base hull colour. In the case of Gallente, a solid grey like above. Then an individual texture mask comprised of two patterns and 3 colours is overlaid on top. This means that instead of creating large textures for every ship variant and manufacturer the game engine can change the ship colours on the fly. So Navy ships can have their camo patterns and Blood Raiders can have their red highlights without needing a whole new set of textures. Minmatar sails are a different kettle of fish altogether and their colouring and transparency won't be fixed until all the other model attributes are locked down.

Progress Update - 30/04/14Progress Update - 30/04/14

Another person has been working on the flight models. We have a spreadsheet of every ship and missile's mass, top speed, max acceleration, turning radii and so on ready to go. However at the moment the Outerra engine only supports JSBsim flight dynamic models. JSBsim is an industry-grade flight model for simulators. You input attributes like wing span, thrust, fuel weight and the model calculates the resulting speeds, lift, effects of altitude, etc. This is overly complex for our needs and relies on real-world data. An anti-gravity engine type has been created by us to provide a simple impulse-based flight model. It is functioning in JSBsim's native FlightGear and we are working to transplant it to Outerra.

Bonus announcement: The engine has native support for the Oculus Rift.

Progress Update - 30/04/14

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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  (50 - 60 of 102)
jstubbles
jstubbles Aug 20 2010, 10:03am says:

Very impressive! I'd love to know what the licensing costs are for the engine.

+1 vote     reply to comment
aloha2436
aloha2436 Aug 20 2010, 3:44am says:

All very nice and all, but I want to see some supercars driving down those roads!

+1 vote     reply to comment
XitArS
XitArS Aug 19 2010, 4:20pm says:

Simply amazing. Will it support clouds, weather, rivers and waterfalls, dynamic lightning, day/night cycle, dynamic terrain deformation, more up-close details like grass, bushes, dirt and rocks? Will it only be able to support static models (think swaying trees). What is the performance impact of additionally added models? Say, would it be possible to have a city of thousands of buildings, cars and other items in this world. What price range will this be released at? Gettable for low budget indie-developers?

+2 votes     reply to comment
cameni
cameni Aug 20 2010, 5:02am replied:

Yes, all those features are planned. Performance impact of additional models will depend on how good the LOD management on objects will be and how much resources their simulation itself will take.
The engine should eventually evolve into a platform that will support also indie developers, with some kind of royalties based licensing.

+1 vote     reply to comment
LORDDEREX
LORDDEREX Aug 19 2010, 12:27pm says:

Very impressive :)

+1 vote     reply to comment
cinco
cinco Aug 19 2010, 4:59am says:

some of the scenery and lighting effects approach true photorealism. is this engine suited to humans or just vehicles?

+1 vote     reply to comment
cameni
cameni Aug 20 2010, 4:55am replied:

Character animations will be added later

+1 vote     reply to comment
cameni
cameni Aug 12 2010, 1:42pm replied:

Hard to talk about levels in conventional sense .. but the world is persistent, next video will show some locations created there.

+1 vote     reply to comment
gert7
gert7 Aug 15 2010, 9:01am replied:

Remember Civ, Warcraft, all the others?

+1 vote     reply to comment
gert7
gert7 Aug 31 2010, 5:24am replied:

Maybe SimCity will finally get its extension =D

+1 vote     reply to comment
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