View Full Version : The Outerra Engine
Cookieeater
Nov 7 2010, 22:56
Shameless copy of:
http://www.facepunch.com/threads/1023847-The-Outerra-Engine-The-whole-world-in-a-sandbox.-Warning-High-res-pictures.
Outerra, what is it?
Outerra is a unique 3D rendering engine, a world rendering engine capable to seamlessly render whole planets from space down to the surface. It can use arbitrary/varying resolution of elevation data that it further dynamically refines using fractal algorithms. The fractals try to mimic natural processes, generating fine, believable terrain with high resolution. The world is also being dynamically textured and populated with vegetation using predefined land type material sets and the computed terrain attributes.
Videos:
XGMs7Iem3Vg
FwtKHbl0pjs
TVjCetERjN8
Screenshots:
http://www.outerra.com/shots/k298.jpg
http://www.outerra.com/shots/k291.jpg
http://www.outerra.com/shots/k290.jpg
http://www.outerra.com/shots/k301.jpg
http://www.outerra.com/shots/l018.jpg
Website (http://www.outerra.com)
Forum (http://www.outerra.com/forum/index.php)
It is not released!
It is said you will be able to destroy the whole world.
The creator said that the engine is meant for simulators and war games, can't wait for this!
:yay:
What seems bad though is that the trees are sprites, hopefully they'll be in 3D.
If you read on the forums real trees are coming:
Shadows from trees will come when we also implement seamless switching from billboard trees to model trees
Minimum requirements:
Regarding the performance, as there are few posts in other forums whether Outerra needs a super computer to run. The minimum configuration is a dual core CPU and a SM4 graphics card with at least 512MB memory and performance similar to Nvidia 8800GT. With this configuration you will get at least 30FPS. This is what we are getting in the current development version which is not optimized very well, but there is also still lot of stuff missing like the building etc.
Search is your friend (http://forums.bistudio.com/search.php?searchid=1358937)
The engine may look great, but it currently has no AI and no ballistics - its pure gfx atm. Be interesting to see whether or not it falls on its knees when you add in other processing requirements.
[APS]Gnat
Nov 8 2010, 11:07
Looks like a very awesome start for a bigger project
Some of the 8x8 vehicle videos are cool, as are some of the other cessna videos
Just needs a few different terrain types
Looks great, I'd love so play with this one, but I saw some engines come (and go) during the last years and none of them made it to a really usable stage, at least until now...
http://www.infinity-universe.com/Infinity/index.php for example.
[APS]Gnat
Nov 8 2010, 11:54
... but I saw some engines come (and go) during the last years ....
Yep, like the Black Sun and Black Sun 2 engines. Truely awesome space engines.
http://vimeo.com/1156420
Nexus: The Jupiter Incident (game) using the version 1 engine was an amazing experience.
Battle.no:
The whole world as playground - This is the idea behind the new engine called Outerra.
It promises seamless rendering, traveling from outer space and way down to the inches of grass anywhere on the planet, travel across the seas, and vast mountains to explore the whole world in this new and innovative engine. Outerra is a small independent game studio based in Slovakia, founded in 2010 and driven by developers with a common interest to create a complete, planetary scale virtual environment for future games and simulations.
Battle.no have met the makers and developers at Outerra, and got an exclusive and informative interview. With us today is Brano Kemen.
The whole article is found HERE (http://www.battle.no/?section=news&nid=606)
Hans Ludwig
Mar 12 2011, 23:30
Maybe Bohemia can bring on board these guys?
I can't speculate the contemporary applications any better than the next man but I've always thought that the engine is damn impressive. Huge, procedurally seed-generated worlds with additional change data to customize locales is definitely the way to go a few years from now. It gives an impressive result with a comparatively small file size and effort.
Pulverizer
Mar 13 2011, 06:52
A few years from now? More like 7 years ago. I was very impressed with Soldner's engine back in the day. Huge-ass procedurally generated map based on a coarse satellite map, with epic view distance and dynamic destruction and land deformation. Areas of interest ("maps" if you will) would be hand-crafted to get towns, roads, lakes, rivers etc on the terrain.
It did have the same problem as Arma2 procedural terrain though: when you travel too far from the origin the physics and everything go crazy because the floating point variables used for coordinates don't have enough precision when the numbers grow large.
A few years from now? More like 7 years ago. I was very impressed with Soldner's engine back in the day. Huge-ass procedurally generated map based on a coarse satellite map, with epic view distance and dynamic destruction and land deformation. Areas of interest ("maps" if you will) would be hand-crafted to get towns, roads, lakes, rivers etc on the terrain.
Yeah, too bad that the actual game sucked. I didn't say that nobody has done it before, the Elite games are the best example of it even. So far however the technique has been a rare and untapped curiosity.
Jakerod
Mar 13 2011, 14:50
Maybe Bohemia can bring on board these guys?
They mention ArmA 3 in the article. Granted it was mentioned in a speculative question format and they denied being affiliated.
karlalfred
Mar 26 2011, 02:31
I really like this engine. They have added nice looking ocean waves. I hope that they will add ballistics and other good properties to this engine so that it can be used as a military simulator. :)
http://www.youtube.com/watch?v=s3ou65tURHw&hd=1
Amazing and beautiful.
Sennacherib
Mar 26 2011, 12:53
this is really impressive; they are close to the reality
bonchie
Mar 26 2011, 14:15
This is the perfect engine for the next generation of MSFS.
Microsoft is too stubborn though. They'll keep modding their archaic engine to death.
jblackrupert
Mar 27 2011, 04:20
This is the perfect engine for the next generation of MSFS.
Microsoft is too stubborn though. They'll keep modding their archaic engine to death.
They're currently making a new Flight sim. FS is being dropped.
http://en.wikipedia.org/wiki/Microsoft_Flight
http://www.microsoft.com/games/flight/
Physics video I found:
47paAW7ljRc&
This blows my mind after the researching it some more can hardly imagine it, love to get my hands on this, could easily have a space based game out of the engine as well mapping earth moon mars and its moons ect.
NouberNou
Feb 25 2012, 17:06
The extremely promising planetary engine Outerra released a public alpha, along with the ability to purchase the full "game" at reduced price (15$, half of the final price).
There isn't a lot to do in it besides view the tech they have created, but its quite amazing none-the-less. The entire planet is rendered.
See their forum topic for download links: http://www.outerra.com/forum/index.php?topic=637.0
Just when I need to test my new rig. Sorted.
Cool I'll give it a try. Pretty amazing stuff I think it has potential, would be cool for a rts sort of game.
Foxhound
Feb 25 2012, 20:33
Merged new outerra topic with the existing one.
kylania
Feb 25 2012, 20:55
The extremely promising planetary engine Outerra released a public alpha, along with the ability to purchase the full "game" at reduced price (15$, half of the final price).
Note that you need to "open external browser" to get to the web payment option THEN you can go back into game, click Continue and it's only at that point where you can continue without paying. Kinda tricky and dishonest I'd say...
NouberNou
Feb 25 2012, 21:01
I didn't have that problem... I just clicked back on the payment page and logged in. :p
Note that you need to "open external browser" to get to the web payment option THEN you can go back into game, click Continue and it's only at that point where you can continue without paying. Kinda tricky and dishonest I'd say...
Note you don't have to create an account if you want to try the demo mode. Just click on the big DEMO MODE button :)
gammadust
Feb 25 2012, 23:12
Welcome to the forums cameni :), may your newly developments come fruitful!
Welcome to the forums cameni :), may your newly developments come fruitful!
Thanks! Been lurking here occasionally for some time already :)
gammadust
Feb 25 2012, 23:26
Equally... but did not do what you just did here - finaly register - i remember when both communities got all heated up about just the remote possibility of cooperation between these techs ;)
I am hearing good news from multiple sources for very distinct reasons > wide smile in me
Minimalaco
Feb 25 2012, 23:58
Awesome ! downloading now ! :D
NeMeSiS
Feb 27 2012, 00:40
Well, as i expected this gives a rather disturbing view of a completely flooded Netherlands. :p
gammadust
Feb 27 2012, 04:33
Which can only mean the source data is correct.
whisper
Feb 27 2012, 10:03
Thanks! Been lurking here occasionally for some time already :)
Joining Gammadust to say hello, and welcome here. Hell of a job you've done so far guys! Hoping the best for your baby
The demo don't work for me, crash every time when I try to move my mouse once inside the demo. guess it is my 7970 and leaked RC driver that cost the problem
For all the fuss about this in ArmA3 topics this thread is suprisingly quiet.
OnlyRazor
Mar 2 2012, 19:13
Maybe people have finally realised that changing game engines mid-development would be a monumentally silly idea and have decided to stop pushing. :rolleyes:
Maybe people have finally realised that changing game engines mid-development would be a monumentally silly idea and have decided to stop pushing. :rolleyes:
You mean that people would start making sense? Dont be ridiculous. :p
OnlyRazor
Mar 2 2012, 20:08
You mean that people would start making sense? Dont be ridiculous. :p
I'd post a picture with the caption of "Oh, God, he's making sense" but then I googled it and the first result was a picture of Criss Angel. I guess you're right my good sir :clap:
Mr Burns
Mar 2 2012, 23:00
For all the fuss about this in ArmA3 topics this thread is suprisingly quiet.
Well maybe it´s time to change that!
I´d for one be willing to sacrifice any gfx bling we have in ArmA2 for a game that´d combine Outerra scale and model density for something bigger that had clients of all game branches matched into one big ugly mother..destroying game of the year. The future is near! Behold global online play as the fast clicking rts nerds get to command real time manoeuvres to real time WoT, IL2, Steel Beasts, CS or ArmA players!
Me wants one now :thumb_down:
http://i569.photobucket.com/albums/ss140/ofpc_burns/misc/th_outerra7.jpg (http://s569.photobucket.com/albums/ss140/ofpc_burns/misc/?action=view¤t=outerra7.jpg) http://i569.photobucket.com/albums/ss140/ofpc_burns/misc/th_outerra16.jpg (http://s569.photobucket.com/albums/ss140/ofpc_burns/misc/?action=view¤t=outerra16.jpg) http://i569.photobucket.com/albums/ss140/ofpc_burns/misc/th_outerra11.jpg (http://s569.photobucket.com/albums/ss140/ofpc_burns/misc/?action=view¤t=outerra11.jpg)
I guess when the thing doesn't even run in full-screen makes it a bit less appealing..
Ballistic09
Mar 3 2012, 01:06
I guess when the thing doesn't even run in full-screen makes it a bit less appealing..
Works for me...
http://i61.photobucket.com/albums/h70/ballistic09/IMAG0200_1.jpg
Took a few tries and a little effort though. Just keep setting it to fullscreen in the settings and restarting it, eventually it'll work.
NouberNou
Mar 3 2012, 01:27
I'd just prefer that Arma support view distances and object distances greater than 10,000-30,000m with out totally falling apart performance wise or having to make huge sacrifices in terrain fidelity. :p
Personally, I'd see the best application of Outerra to be in space games where you could take the action planetside (something I really liked in Frontier: Elite II and have missed since), and perhaps some flight simulators by extension. The immense scale and endlessness of available terrain would do little to make an infantry-focused military game better if the terrain and its features are too undetailed for infantry action and storing the data takes gigabytes upon gigabytes of space.
Personally, I'd see the best application of Outerra to be in space games where you could take the action planetside (something I really liked in Frontier: Elite II and have missed since), and perhaps some flight simulators by extension. The immense scale and endlessness of available terrain would do little to make an infantry-focused military game better if the terrain and its features are too undetailed for infantry action and storing the data takes gigabytes upon gigabytes of space.
This
Imagine a space game where you can do proper bombings from space....
gammadust
Mar 3 2012, 16:49
Personally, I'd see the best application of Outerra to be in space games where you could take the action planetside (something I really liked in Frontier: Elite II and have missed since), and perhaps some flight simulators by extension. The immense scale and endlessness of available terrain would do little to make an infantry-focused military game better if the terrain and its features are too undetailed for infantry action and storing the data takes gigabytes upon gigabytes of space.
Are you, by any chance, missing the point about Outerra wherein most detail is proceduraly generated and by that means exacly cutting down the amount of data required to represent such huge landscapes?
Original data used is a sparse 90m grid of data height points, note how the engine cleverly generates both low and high frequency datail to the scene, and also the verisimlitude it sustains. This, imo, is exacly the strength of this engine.
check (http://www.outerra.com/procedural/demo.html) (original data in the example is even sparser - 150m) follow "Horizontal Displacement Effect" link in the bottom too.
I concede it may be still early with the state of technology, but I would guess this would be very fitting for "infantry-focused" intents, keyword being procedural.
Personally, I'd see the best application of Outerra to be in space games where you could take the action planetside (something I really liked in Frontier: Elite II and have missed since), and perhaps some flight simulators by extension. The immense scale and endlessness of available terrain would do little to make an infantry-focused military game better if the terrain and its features are too undetailed for infantry action and storing the data takes gigabytes upon gigabytes of space.
such games and engines exist already ...
e.g. opensource remake of 2nd Frontier (First Encouters , also marked often as Elite 3)
it's name is Pioneer : http://pioneerspacesim.net/
not to mention Outerra so far proved it's capable only of single planetary body rendering ...
there wasn't anything to prove otherwise like star system or star clusters ...
also people not realize that even if You have working engine ready for gaming usage
(which Outerra is still far from) then You need actually make the game for it ;)
---------- Post added at 19:03 ---------- Previous post was at 18:55 ----------
Are you, by any chance, missing the point about Outerra wherein most detail is proceduraly generated and by that means exacly cutting down the amount of data required to represent such huge landscapes?
Original data used is a sparse 90m grid of data height points, note how the engine cleverly generates both low and high frequency datail to the scene, and also the verisimlitude it sustains. This, imo, is exacly the strength of this engine.
check (http://www.outerra.com/procedural/demo.html) (original data in the example is even sparser - 150m) follow "Horizontal Displacement Effect" link in the bottom too.
I concede it may be still early with the state of technology, but I would guess this would be very fitting for "infantry-focused" intents, keyword being procedural.
you seems to missing the point that size of procedural data storage keeps increasing with level of detail too
you need more detailed seeds covering more complex microdetails
so yes while it's by many folds smaller than any other method except fractals (that seed would be even smaller)
it still become quite huge for believable and usable micro-detail (AI pathing)...
Note: we have procedural infinite terrain in our games for years, same as procedural textures support ...
now comes another problem, dynamic destruction of objects (be it structures or bushes/trees) and then terrain
for each change You would need add seed which would reflect these changes (e.g. crater in ground, broken tree, damaged structure)
so the game-size would grow significantly as You and AI and environmental (e.g. erosion) changes alter the world
Are you, by any chance, missing the point about Outerra wherein most detail is proceduraly generated and by that means exacly cutting down the amount of data required to represent such huge landscapes?
Original data used is a sparse 90m grid of data height points, note how the engine cleverly generates both low and high frequency datail to the scene, and also the verisimlitude it sustains. This, imo, is exacly the strength of this engine.
check (http://www.outerra.com/procedural/demo.html) (original data in the example is even sparser - 150m) follow "Horizontal Displacement Effect" link in the bottom too.
I concede it may be still early with the state of technology, but I would guess this would be very fitting for "infantry-focused" intents, keyword being procedural.
Procedurally creating believable and most of all good environments for infantry action becomes feasible only when you can get something like Chernarus or even Everon with the press of a "generate" button. The set of rules for placed objects and their coexistence would have to be astonishingly complex for it to be anything more than a curiosity that sacrifices everything for the fact that it's procedural.
such games and engines exist already ...
e.g. opensource remake of 2nd Frontier (First Encouters , also marked often as Elite 3)
it's name is Pioneer : http://pioneerspacesim.net/
It would have been nice to have a planetary dimension in other games than Elite and its remakes. E.g. Freelancer would have been so much better if it wasn't limited to automatically going through a gate and entering a menu that looks like a spaceport.
gammadust
Mar 3 2012, 17:49
No specialist here, no... But it does not have to be a all-or-nothing approach, procedural can coexist with content made from the ground up.
My point is that certain type of content can hugely benefit from procedural generation (in a layered approach - terrain topology, types of terrain, roads, even buildings and tree placement, and i suspect many more if we delve into it - thinking about existing vectorial data of all types)
The compromise is, of course, the generic "feel" this content might impose, i guess though, terrain topology lends itself perfectly.
The point Dwarden raises, about destruction and terrain dynamics, i was not aware...
A city proceduraly generated (yes is not the most organic of the examples)
http://www.youtube.com/watch?v=khrWonALQiE
Recognizing it is not yet "there" i don't think we should dismiss this technology, since basicaly what it does is by automating a lot of content creation relieves artists to concentrate on higher detail stuff.
Procedurally creating believable and most of all good environments for infantry action becomes feasible only when you can get something like Chernarus or even Everon with the press of a "generate" button. The set of rules for placed objects and their coexistence would have to be astonishingly complex for it to be anything more than a curiosity that sacrifices everything for the fact that it's procedural.
It would have been nice to have a planetary dimension in other games than Elite and its remakes. E.g. Freelancer would have been so much better if it wasn't limited to automatically going through a gate and entering a menu that looks like a spaceport.
the Pioneer is already more than just remake ...
Freelancer and some other great games like Independence Wars serie universe would really shine if they had procedural engine of Pioneer/Frontier
there is another engine which offers fantastic voyage to fully procedural Universe (let say local supercluster of galaxies size to any planet surface)
while the planetary quality isn't yet on level Outerra or Pioneer in detail it can match early procedural Terragen surfaces easily
http://img.ie/images/53833_thumb.jpg (http://img.ie/53833.jpg.html) http://img.ie/images/13c38_thumb.jpg (http://img.ie/13c38.jpg.html) http://img.ie/images/8b697_thumb.jpg (http://img.ie/8b697.jpg.html) http://img.ie/images/bbc62_thumb.jpg (http://img.ie/bbc62.jpg.html) http://img.ie/images/51aa9_thumb.jpg (http://img.ie/51aa9.jpg.html)
http://img.ie/images/2011b_thumb.jpg (http://img.ie/2011b.jpg.html) http://img.ie/images/b7bc4_thumb.jpg (http://img.ie/b7bc4.jpg.html) http://img.ie/images/bb015_thumb.jpg (http://img.ie/bb015.jpg.html) http://img.ie/images/06098_thumb.jpg (http://img.ie/06098.jpg.html) http://img.ie/images/cc406_thumb.jpg (http://img.ie/cc406.jpg.html)
each dot is usually star system, which has own system with stellar bodies and you visit each of them ...
all above was taken while rendering realtime on my archaic computer
---
speaking of our engine well we already have 'erm script-dynamic (not sure if procedural)' town generation ...
procedural object placement is possible for vegetation (similar like clutter is done)
you can make specific rules, some of them are part of natural order anyway
e.g. altitude, pressure, oxygen %, humidity, wind strength (too strong cause erosion and enforces what type of trees can alive), water sources (surface, underground), type of soil
by these rules You can then get fully procedural placement of vegetation
similar rules can be applied to rock and other objects placement
procedural cities are already available for Blender and also some games (i think even some simulators use it for cities/villages)
the primary issue is with how find balance between stereotype and natural complexity w/o too big/complex seed/calculations
---------- Post added at 22:32 ---------- Previous post was at 22:19 ----------
@<hidden> nobody is dismissing procedural engines, in fact together with voxel engines it's one of ways how most likely game development goes ...
(probably blend of available and these these techs) ...
to reach fully procedural engine on universe scale , you would need combine all the various techs
this mean not just cities, vegetation, terrain, weather/erosion, enviroment (flora/fauna), economy, AI, destruction
but also way how procedural content reacts and alters by players actions and the living world reaction on it
i'm sure we see more use of it in future simulation, strategy and building/contruction games ... (e.g. SimCity like)
---
and i think that Cloud technology would allow to also handle such amount of data and processing demand (interlinked server farms)
NouberNou
Mar 3 2012, 21:01
Its not that Arma needs a world, its that we need something bigger than most maps we have now. 40x40 is about as big as you are going to get in the A2 engine without dropping terrain quality to something absurd, and at 40x40 forget any sort of decent micro terrain as well.
Playing as infantry is fine on 10x10km maps, but doing full on mechanized warfare where you might be advancing dozens of kilometers in a very short period of time is rather hard to do on most terrains out there. Also being able to really expand out the use of assets like self-propelled artillery and helicopter support would make the game a lot more fun.
Yes, A3 is going to be bigger, but its back to an island again, which feels entirely limiting.
If there was a way to have dynamic terrain like there is in Outerra but limited down to smaller, custom generated height data that would be perfect.
I mean Outerra, compared to Arma, the more terrain you see the higher the FPS you get. I find that rather amazing (and makes me wish that A3 would support similar terrain tessellation).
gammadust
Mar 3 2012, 21:07
http://img.ie/images/53833_thumb.jpg (http://img.ie/53833.jpg.html) http://img.ie/images/13c38_thumb.jpg (http://img.ie/13c38.jpg.html) http://img.ie/images/8b697_thumb.jpg (http://img.ie/8b697.jpg.html) http://img.ie/images/bbc62_thumb.jpg (http://img.ie/bbc62.jpg.html) http://img.ie/images/51aa9_thumb.jpg (http://img.ie/51aa9.jpg.html)
http://img.ie/images/2011b_thumb.jpg (http://img.ie/2011b.jpg.html) http://img.ie/images/b7bc4_thumb.jpg (http://img.ie/b7bc4.jpg.html) http://img.ie/images/bb015_thumb.jpg (http://img.ie/bb015.jpg.html) http://img.ie/images/06098_thumb.jpg (http://img.ie/06098.jpg.html) http://img.ie/images/cc406_thumb.jpg (http://img.ie/cc406.jpg.html)
Btw, which engine was that?
i'm sure we see more use of it in future simulation, strategy and building/contruction games ... (e.g. SimCity like)
No doubt. I remember when MonteCristo (Cities XL original developer) was struggling to put out a number of buildings, i think they reached 4 hundreds, which is considerable and did allow for good diversity.
SimCity5 has been announced btw, I wonder what they'll do...
Space Engine: read more http://forums.bistudio.com/showthread.php?132123-Space-Engine
and i made thread also for Pioneer Space Simulator: http://forums.bistudio.com/showthread.php?132121-Pioneer-Space-Simulator
ViewTerra, another full earth simulator: http://forums.bistudio.com/showthread.php?132332-ViewTerra-Earth-in-Your-hands
http://www.youtube.com/watch?v=WHQdllTxGfI
I'd hate to break the chain of serious discussion, but I thought the most responsible thing to do in the demo would be ramping the truck off the side of the Grand Canyon. Ramping it off to the tune of "The Final Countdown" of course.
Its not that Arma needs a world, its that we need something bigger than most maps we have now. 40x40 is about as big as you are going to get in the A2 engine without dropping terrain quality to something absurd, and at 40x40 forget any sort of decent micro terrain as well.
Playing as infantry is fine on 10x10km maps, but doing full on mechanized warfare where you might be advancing dozens of kilometers in a very short period of time is rather hard to do on most terrains out there. Also being able to really expand out the use of assets like self-propelled artillery and helicopter support would make the game a lot more fun.
Yes, A3 is going to be bigger, but its back to an island again, which feels entirely limiting.
If there was a way to have dynamic terrain like there is in Outerra but limited down to smaller, custom generated height data that would be perfect.
I mean Outerra, compared to Arma, the more terrain you see the higher the FPS you get. I find that rather amazing (and makes me wish that A3 would support similar terrain tessellation).
I always thought it would be cool if the terrain points were moveable. So if you have a flat field you could pull the terrain points from the flat field to the sides of the field and make ditches. That way you would have the same amount of terrain polys but could move them to where they were needed.
Dwarden
Mar 11 2012, 13:40
awesome scenery trailer
http://www.youtube.com/watch?v=5L3ZUQUGvxQ
Tonci87
Mar 11 2012, 17:07
Nice Trailer!
Now you have to respond with a scenery trailer from Limnos :p
Dwarden
Mar 13 2012, 15:31
another nice vid
http://www.youtube.com/watch?v=ptyVE7pD4oo
Fox '09
Mar 13 2012, 15:46
http://s14.postimage.org/xjwgi0f4t/outerra_2012_03_12_19_47_38_15.png (http://postimage.org/image/xjwgi0f4t/)
http://s14.postimage.org/he4p93zbx/outerra_2012_03_12_20_08_06_86.png (http://postimage.org/image/he4p93zbx/)
http://s14.postimage.org/4gctzigf1/outerra_2012_03_12_20_10_59_73.png (http://postimage.org/image/4gctzigf1/)
Bought the full version of Anteworld, incredible stuff. The fractal technology reminds me of Terragen. I've never seen a game use parallax mapping so efficiently with terrain mesh (or at least it looks like parallax mapping)
Edit;
One of my favorite spots IRL
http://banffbehavsci.ubc.ca/files/2011/09/Banff-pic-2.jpg
http://s9.postimage.org/dj0e3unez/outerra_2012_03_13_12_55_43_81.jpg (http://postimage.org/image/dj0e3unez/)
Mr. Charles
Mar 13 2012, 17:18
The fractal technology reminds me of Terragen.
Totally ;D
Just got the Anteworld demo, and this tech is amazing...
The vistas are breathtaking and the small terrain detail amazing and everything runs so smooth !
When they include all their features, this is going to be a killer...
Mr.Wolf
May 27 2012, 22:04
Ooooh
9BY-lLSiYbc
pdMaFWGLxKE
Their technology is just amazing.
The streaming, LOD, Viewdistance and performance is outstanding.
Now the grass, next real trees ?
DMarkwick
May 29 2012, 12:19
Trees are still rather "spritey" and the grass could benefit from more variance, but the overall effect is great.
Mr.Wolf
May 29 2012, 16:56
Yeah, trees are still 2D sprites, but they are working on tree generator. It's curently on hold, because meanwhile they released a damo and they are working on other things...
There are some WIP screenshots from last year here:
http://www.outerra.com/forum/index.php?topic=234.0
jblackrupert
Apr 4 2013, 21:48
Outerra: real-time craters
http://www.youtube.com/watch?v=lRpkj4HXF40
very nice, already was impressed with the procedural rocks and boulders and whole cliffs / jags
http://www.youtube.com/watch?v=vXa_GEnPJc0&feature=player_detailpage
http://www.youtube.com/watch?v=BYjjoX3lqNI
metalcraze
Apr 7 2013, 16:07
Great effort but they still need to improve variety. It looks big from afar, but up close it looks samey, artificial.
Papanowel
Apr 8 2013, 11:33
It's impressive, are they planning to make a game from it (or just selling the engine)?
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