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outterra引擎实时模拟地球(附Demo下载地址)

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发表于 2013-3-9 02:44:47 | 显示全部楼层 |阅读模式
罗马尼亚大学生开发outterra引擎实时模拟地球~~

预览视频:




下载地址:http://www.outerra.com/forum/index.php?topic=637.0


简介:

硬件需求:Outerra engine runs on OpenGL 3.3 and requires recent graphics drivers. It will warn you if your drivers are outdated, or even refuse to run in case you've got old ATI drivers that are known not to work at all.
The minimum requirements are:


•Nvidia 8800GT or better, ATI 4850 or better
•512MB GPU memory
•a 2-core CPU

Recommended:

•Nvidia 460GTX or better, ATI 6850 or better
•1GB GPU memory


这个引擎效果太牛了,从宏观到微观,全部都可以细致地展现出来,大到太空,小到地面上的石头,都细致无比。FSX最好的插件空中看效果还行,实际靠近地面看时相当粗糙,最新的微软飞行效果虽然好了一些,但还是差太多。这个空中一直飞到地面的效果细致的惊人,真的是一个真实的世界。
如果这个能做成飞行游戏简直是太棒了。

    高细节的地形
    无限的尺度,从公里到厘米
    实时大气渲染
    森林渲染
    从太空到陆地无缝载入
    自适应LOD的连续过渡,使用特殊的高速压缩进行预处理,提取所需的详细数据
    分区压缩数据集,可以从网络下载
    分形细化模仿自然过程(侵蚀,岩石)
    数字模型和气候数据相结合的程序纹理
    位图覆盖
    矢量数据,例如道路,河流等多边形
    动态阴影
    多线程设计,能够利用所有可用的CPU内核
    GPU的地形和分形算法
    稳定的帧频体系
    支持任意和不同分辨率的高程数据集
    嵌入式Web浏览器允许直接与Web服务集成
    支持COLLADA 3D模型文件格式
    集成了高模的模拟飞机,飞行动力学模型库
    集成全球车辆的物理和碰撞检测模拟物理引擎



Outerra Engine is a unique 3D engine, a world rendering engine capable to seamlessly render whole planets from space down to the ground level. It can use real world data to render the planets realistically, while it also dynamically refines the data using procedural algorithms to provide high ground-level detail.
The engine provides unlimited visibility obstructed only by the planet's curvature, with details ranging from thousands of kilometers down to centimeters. Real time atmospheric rendering, oceans with shore waves.
It can integrate vector data overlays for roads, and land class modifications. Uses the JSBSim Flight Dynamics Model library for high fidelity simulation of aircraft, and Bullet physics engine for simulation of vehicle physics. Terrain and fractal algorithms maximally utilize the GPU, leaving the CPU resources for simulation.
This alpha release features:



•A complete, real scale planet Earth that can be explored
•Created from real elevation data with resolution 90m where available, 1km resolution for oceans; data are dynamically downloaded as you go
•Further refined by fractal-based procedural techniques down to centimeter-level details
•Vector-based road system that integrates with the procedurally generated terrain
•Ability to place static stock objects and drive provided vehicles


The demo comes with the whole planet Earth that can be explored in a free-camera mode or in a 8-wheeler truck. People who like it and/or want to support us and the development of Outerra engine can buy the alpha release of Anteworld at a discounted price ($15), half the amount for the final release. Doing so will give you access to regularly released alpha/beta updates of the game, together with the final version when it's done. The price will gradually rise with each major release.
You will also become our beta-testers, with ability to influence the priorities of the development.

The full game includes also a plane and a helicopter, and basic sandbox tools that allow you to create roads and runways and place stock objects. A model importer and vehicle configurator that will allow creating custom models and vehicles will be coming soon in an update to the game.

The demo contains a few locations around the world (a couple of them were created by our tester Pico). Data for the default location are already included within the installer, the rest of it will be downloaded automatically on demand as you explore the world (note: proxy servers aren't supported yet for data download). The total size of the data is around 12GB, but normally you'll download just a fraction of the size, unless you traverse the whole planet su**ce at a low altitude.

Limitations of current alpha state of the technology

This alpha release comes out to show the potential of the engine, but it still lacks many features commonly found in other engines, and especially the effects are postponed until the major features are implemented.
The demo currently comes with just a single biome - northern type forests. There are no rivers and lakes implemented yet, and no weather yet.
Almost all the areas are work in progress.

Known Issues

The alpha state of the engine also means that it's not very optimized yet. It consumes more GPU memory than it should, and spends some time rendering things that is not eventually visible etc.

Driver issues: Please check the Graphics driver issues topic to resolve the most common issues with the drivers.


Anteworld game

Anteworld* is a world-building game on a massive true-to-life scale of our planet. Returning aboard an interstellar colonizer ship built in the Golden Age of Mankind, players arrive on the planet earth to discover civilization and humanity vanished. They will have to rebuild the civilization - exploring, fighting, and competing for resources while searching for clues to the disappearance of humanity.

The game will contain several modes, the basic one will be a single-player game but with player-built locations being synchronized and replicated between clients. That means player can settle in a free location of his choice where he can build and play, and when he goes exploring he'll be able to observe and visit other sites where other players are building their world.

There's going to be also a multiplayer mode for gaming in the existing world.
Sim-connect mode should allow to use Anteworld as an image generator for another simulation program.
In fact, Anteworld is meant to create the basis for an Outerra game/sim platform, allowing to create mods and new game modules that would run on the existing backend.

*The name comes from Latin prefix Ante-, with the meaning of prior-to in time. A world that was. There's going to be an accompanying novella written by C.Shawn Smith that should be loosely tied to the game.
Here's a sample, the epilogue: The Outerra Initiative - Epilogue


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