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 week 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 99)
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 Creator
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 Creator
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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