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.
Today's update includes a wealth of images depicting the projectile size, explosion size, range, and angle-of-deflection for the weapons you will command...
Whilst waiting for engine development to progress I have worked on a few ancillary features such as fleet formations. Included are some new screens of...
This week's update is a video of a Caldari single-seater fighter launching from a super-carrier.
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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GOOD!!
have you guys thought of collaborating with or assimilating beamng? they have made one of the best physics engines I have ever seen, with proper, realistic deformation, bending, twisting and such. I feel that that, along with improved water physics would make great strides on the path to near-complete realism.
ok.... WHERE DO I BUY THAT THING ? SO I CAN THROW MONEY AT THE VENDOR, for once....
when i try buying the game says purchase failed or was canseled tryed in game and in my browser any reason this is failling is the buying service down?
Usually happens when your bank rejects the payment for some reason, and Paypal only reports the error.
Haha! thats what Im looking for! Tracking
Awesome landscapes, really smooth changing oh LOD. But there one broblem - it is static. How engine handle dynamic objects?
Normally, there's nothing preventing it. Environment animation was simply not implemented yet.
which sistem it uses? Voxels or Poligons?
Polygons