Planetary domination
Outerra is primarily meant to be used as a video game engine and simulator, based on a combined procedural terrain generator that is able to render real-size planets in full detail range, going from the space down to blades of grass." "Its distinct feature is the ability to use real satellite data to get the real terrain shape," notes Kemen, "and combine it with procedural fractal-based algorithms that refine the detail down to centimeter details."Indeed, if you grab the tech demo for the engine right now, you can pick any co-ordinates in the real world, and the engine will zoom to that real-world location in Outerra -- minus any manmade landmarks, of course.
"It enables games and simulators to take place on a full planetary scale, on realistically sized worlds," Kemen says of Outerra's capabilities. "While some flight simulators can already render the whole world, they are limited in the detail they can consistently produce. Terrain textures will start to blur from certain altitude, and you start losing the feeling of height and scale; the world actually feels much smaller because of that."
Regular game engines usually provide very minute graphical details, but the level size and visibility is limited, reasons the dev -- and this is where Outerra steps in.
"In comparison to the conventional engines, Outerra scales much better," he explains. "The detail range (a consistently achievable ratio between the smallest and the largest world geometry) in Outerra is roughly 1:1 billion, while for standard game levels it's around 1:100000."
"This means you can approach Earth with its diameter of 12 thousand kilometers, pick a spot anywhere to land, and seamlessly get centimeter level details on the ground."
For example, says, Kemen, Outerra could potentially be used to create a global combined space, air, land and sea simulator, where players are all playing entirely different games integrated into each other, with no compromise on the amount of detail needed for each.
"Or global strategic games where you can actually zoom to the ground level of a realistically sized world," he adds.
Where Outerra is the engine, Anteworld is the game that is acting as an example of what can be achieved with the engine. Currently in alpha and available for download, the game is aimed at showing exactly what the engine can do.
"There were several goals that it aimed to achieve," says Kemen. "To show how it works and performs and to promote it, to show that the technology isn't vaporware, and to give our fans and supporters an early access to it, getting valuable feedback in the process."
"For me it was always the idea of being able to experience a virtual world, or the real one but in different ages, that was driving me forward with the idea of a world renderer."
"Right now Anteworld is little more than a sandbox game where you can explore the world and use a few tools to modify the scenery, build settlements and roads, and try several vehicles," he adds. "It's always supposed to be a test bed for the technology, but over time it will evolve into a fully playable game, or into multiple game modes, possibly integrating several standalone games as a reward to our early supporters." He notes that developers can already download the alpha and use this sandbox to determine how their future games could use the engine. Some devs are already utilizing the engine to great effect -- The Middle Earth Digital Elevation Model from two third-party developers uses Outerra to model the entirety of Tolkien's famous Middle Earth universe. "[The ME-DEM team] are enthusiastic about modeling fantasy worlds, and even before hearing about Outerra they went to great pains to create a detailed digital model of the Middle-Earth, just for their fun," notes Kemen. Outerra allowed them to achieve their goal.