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 5 comments by Mob11 on Oct 4th, 2014

Media - Graphical Upgrade 05/10/14

I've been tinkering with the game's Fresnel factors and how it treats specular highlights. The results have given a surprising improvement to ship surfaces. Now they reflect light like they're made of metal instead of the near-uniform illumination they had previously. They will go very well with the upcoming glows. A selection of screenshots has been uploaded to the gallery showing the changes off.

Media - Graphical Upgrade 05/10/14

Glass will also reflect the objects around it.

Media - Graphical Upgrade 05/10/14

The new Caldari Moa model has the unique quality of looking the most similar to the Firefly's Serenity.

Media - Graphical Upgrade 05/10/14

"Trust in rust"

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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  (70 - 80 of 102)
SinKing
SinKing Aug 10 2010, 2:32am says:

really interesting! Outerra is a perfect simulation engine. I just wonder how that will feel in first person. In Armed Assault walking always felt kinda stiff. Like gliding and sliding, often.

Are you actually putting together a game, or is this going to be a techdemo of your engine. Either way, I must say I'm impressed!

+1 vote     reply to comment
cameni
cameni Aug 10 2010, 3:43am replied:

So far it's a tech demo, but we definitely want to do a game on it as well.

+1 vote     reply to comment
bioswat
bioswat Jul 28 2010, 11:25am says:

IMAGES ARE LIKE IN REAL!!!I WANT IT!!!PLZ MAKE FREE VERSION OF IT!!!

+1 vote     reply to comment
aloha2436
aloha2436 Jul 28 2010, 3:24am says:

O.o. Whoa.

+1 vote     reply to comment
HerrGeneral
HerrGeneral Jul 14 2010, 1:46pm says:

Simulate Nelson Rocks in WV well and I will love you forever.

+1 vote     reply to comment
camz123
camz123 Jun 26 2010, 6:17pm says:

oops i was testing something with an unusual web browser and i got tons of error messages and when they dissapeared it reported abuse really sorry

-3 votes     reply to comment
fier_
fier_ Jun 15 2010, 5:39pm says:

Is this going to cost money to use (not a freeware license)?

I also need to ask, will vegetation (grass, trees, shrubs, flowers, etc.) become 3d models closer up?

+1 vote     reply to comment
cameni
cameni Jun 16 2010, 11:11am replied:

Licensing is not yet determined but some kind of a free for non-commercial use is an option.

Vegetation will transition to models on close ups, we want this to be smooth without pop-ups, this will be shown when we perfect the technique.

+1 vote     reply to comment
WarlockSyno
WarlockSyno Jul 16 2010, 12:04pm replied:

So you're going to integrate tessellation?

+1 vote     reply to comment
nokanomi
nokanomi Jul 4 2010, 1:39pm replied:

what if you sold the liscence for a game to use the engine, so if they didnt have the liscence, you sued them, but if they had one, they would probobly spend say, a quarter of what you would sue the for, to "reccomend" that they buy the liscnece, but people who just want the engine to play the games, could get it for free?

-3 votes     reply to comment
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Outerra
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