This update details the beginnings of some ship AI.
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.
Finally, the engine update I have been waiting for has arrived. Rudimentary weapons can be implemented. I made a new video of the smallest and largest ones in EVE:WORLD and their effects on impact.
The Outerra engine's first iteration of weapons don't have full features yet. There's only one projectile type and no particle effects like muzzle flashes or smoke - something artillery based weapons will have a lot of. You can see the random inaccuracy added to the Autocannon's projectiles - calculated at +/-1.18 degrees - and the magnitude of difference between these frigate-sized weapons with the super-capital siege weaponry.
Beam lasers are already working and you can really feel the game elements coming together with the distinctiveness of each faction's weapon types helping to further differentiate them and give them a unique feel.
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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...
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