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.
We have added sound system (based on OpenAL), and provided aircraft with engine sounds using preliminary sound samples. Once the sound system was working, I went to add some basic environmental sounds so that the world feels more alive.
Outerra.blogspot.com
Crickets on flatland plains? I would have thought light wind would be a better choice...
Crickets would be there if the grass was a little taller, but it's very short currently...
Also wonder if sound will travel instanteously or it will take time for it to reach you, ala Operation Flashpoint.
exactly, a massive flat plain. that would be a pain to scour every last inch of to find one or two crickets... it also helps that they're green...
I saw a tree!!!
On the middle of a grass plain...
Sound like the doppler effect :)
It's good, obviously all still WIP. WhatI'd do is change the color textures saturation to maybe 35%. As they are now, the entities get an incredibly artificial feel to them. Another strange thing is that the mud/heightmap layer seems to be above the layer with the detail texture. Overall, I love the engine and its capabilities. I'm sure it will look even greater, in the future.
Need dinamic shadows for static meshes