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 Sep 13th, 2014

Combat Visualisation 13/09/14

This Caldari fleet in orbit above Chile is actually quite small by EVE standards. At the moment the engine can sustain hundreds, possibly thousands, of objects and fleet battles in the final version will be as big as my computer can handle. Fleets will also have formations and structure instead of ships being randomly placed like above.

As we wait for the weapons API to be developed I thought I'd show you a representation of the weapon capabilities.

Combat Visualisation 13/09/14

A single Thorax class cruiser confronts the fleet. Like 95% of all the ships in the game it carries a mix of short range and long range weapons, with the choice between two loadouts that favours one range type over the other.

Combat Visualisation 13/09/14

I added translucent yellow cones to the barrels of the weapons, with the lengths representing the weapon's maximum range and the width its cone of fire. Weapon projectiles, typically only a few meters wide, will travel in a straight line at any angle from its emitter that lies within the confines of the cone. This means if the entirety of the cone's base is intersecting with a ship's hull it has a 100% chance of hitting it.

Combat Visualisation 13/09/14

As you can see in the images, some areas of the cone do not intersect with the enemy ships at all. This should help atmosphere immensely with balls of energy and streams of tracer rounds making close calls with your hull as you manoeuvre through battle. It also makes the distance from your target an important factor.

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EVE:WORLD

EVE:WORLD EVE:WORLD Indie

Updated 1 day 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 103)
Bluedrake42
Bluedrake42 Aug 20 2010, 1:11pm says:

how is this going to compare to the I-Novae engine?

+1 vote     reply to comment
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
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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