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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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SneakySoft
SneakySoft - - 340 comments

This looks sweet. What's the technique behind it? Normal mapping?

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CMDKeen
CMDKeen - - 647 comments

The ground looked pretty flat, till now... I'm pretty sure that many people would confuse Outerra screenshots with real photos now.

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Hell_Diguner
Hell_Diguner - - 3,645 comments

Mmmm... probably need more tree variety before that starts to happen.

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AdiJager
AdiJager - - 165 comments

crazy!

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Cahir
Cahir - - 186 comments

Wow, that is brilliant! Keep up the good work!

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bopence
bopence - - 12 comments

This engine already blew my mind when the ocean renderer came in. And it just keeps on getting better.

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xilefian
xilefian - - 451 comments

You should try this with the grass also:

I'm one of a handful of people to have used that method for rendering grass blades.

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Tottel
Tottel - - 242 comments

Nope, many more. :)

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Description

Demo of bump effect on low grass