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  (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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