EVE:WORLD is a free project that takes advantage of the Outerra engine's 1:1 scale to bring you a planetary invasion simulator set in the EVE universe. Asking CCP for permission was the first thing we did and we have full permission to use their assets. See the FAQ for details.Your fleet starts in space, close to Earth. Between you and the planet is the enemy fleet. You must strike at targets on Earth whilst being ever mindful of the environmental effects of gravity and atmospheric re-entry. Compensate your turrets as your artillery shells curve off-course the closer you get to Earth. Use smaller ships to make a controlled descent and attack targets directly. Beware, your capital ships were never designed to make planetfall. Even if their armour saves them from burning up you are then left with a 100,000 tonne brick travelling towards solid rock at Mach 5.

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Lighting Update - 28/02/15 Lighting Update - 28/02/15 Lighting Update - 28/02/15
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1 comment by Mob11 on Feb 28th, 2015

The game engine was recently updated to allow illuminating particles and clouds. This means large singular lights, flashing lights and directional lights can be added to ships. However, emissive textures still haven't been implemented which means things like the hundreds of pixel-wide windows dotting the models are still unlit as it would be far too inefficient to add individual point lights for all of them.

Lighting Update - 28/02/15

I wrote a script that converts the lights' positions from EVE Online exactly. I also have code that converts the order and timings of when the lights flash. It's just waiting for the engine to gain a timer function. I've already decided that on the next pass I'm going to decrease the spotlights' intensity to help let their colour shine through.

Lighting Update - 28/02/15

The engine also now has a (currently) limited ability to procedurally generate cloud cover which really helps to highlight the scale of the ships. Check the gallery for many more screenshots.

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Post comment Comments  (0 - 10 of 33)
KonaTek Mar 2 2015, 5:27am says:

what can i say... the graphic is much better than the original game :P

+1 vote     reply to comment
war-lord-101 Jan 25 2015, 11:22am says:

Well done on putting this much work into this man, if you change engine will you have to recreate all the ships again?

+1 vote     reply to comment
Mob11 Creator
Mob11 Jan 25 2015, 5:45pm replied:

Not as such. Things like the texture masks, normal maps, ships with turrets modelled are all ready in a "raw" format. Every engine has a favoured format and unique method of combining all the assets into a working object. Once I work out how to get one ship in I can repeat it easily for all of them.

+1 vote   reply to comment
Ninel Jan 25 2015, 8:04am says:

Looks great, keep it up!

+1 vote     reply to comment
war-lord-101 Nov 18 2014, 1:48am says:

I'm surprised there isn't more people here. Cos what your doing now is just great

+1 vote     reply to comment
ThePixelTheroy Jul 30 2014, 4:05am says:

Basiclly, EVE: Dust 541 and EVE: Online had a baby

+3 votes     reply to comment
Lord_Thash Jul 8 2014, 9:27pm says:


+3 votes     reply to comment
DaAn2002 Jul 7 2014, 9:53pm says:

will the Tech 2 Amarr Battleships the Paladin - Marauder be in this?

+1 vote     reply to comment
Mob11 Creator
Mob11 Jul 8 2014, 6:47am replied:

Only if CCP update the Apocalypse hull, giving us a new ship model. Otherwise there are already so many ships for each faction that Tech 2 ships would just be needless padding. They also wouldn't have any special abilities implemented, just the raw firepower.

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tiomat Jul 6 2014, 2:45pm says:


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