Jump to content

Bethsoft need a new graphic engine...


zuluknob

Recommended Posts

Outerra is a planet simulator, it uses the DEM data for earth(yes all of it) and intorpolates it down to 1cm resolution. has procedural trees, wicked ocean, lighting, area cued sounds and loads more. here are a few videos of the engine

 

http://www.youtube.com/watch?v=z17ocS1uP0E

 

http://vimeo.com/31560308

 

lots more info http://outerra.blogspot.com/

and here http://www.outerra.com

Edited by zuluknob
Link to comment
Share on other sites

And what's the betting that the engine we saw in that video can not support an RPG like Skyrim?

 

While the graphics on that engine might be cool, flood it with moving NPCs with good AI, lots of buildings and ground level stuff and I'm pretty sure you'd end up with one laggy mess. Not to mention it might not even support combat, quests, etc.

 

No use having good graphics if the engine sucks at content.

Link to comment
Share on other sites

Given that this engine is in beta testing atm and the next elderscrolls game wont be coming out on the x360 or ps3, it will be the next generation and that this isn't running on an fully loaded pc with 8 cores, 16gig of ram and multi gpu's. Yes it could run on the consoles. As far as the ai goes skyrim only does the ai when you can see the people so not much problem there. If you goto the websites and read what the engine is capable of so far you will soon realise that it could do a rpg no problem. Having messed about creating mods it's the graphics that slow down the game. As you can see from this video skyrim can handle loads more people on screen fighting. If you were to increase the textures by the same factor the game goes juddy as f*** even on a fully loaded pc..
Link to comment
Share on other sites

1. What are the system requirements to run this engine?

The engine is GPU-centric and requires a DX10-class graphics card with OpenGL3.3 drivers and 512MB of GPU memory.

As the minimum should be considered an Nvidia 8800GT. Although the engine can run on lesser cards, it can affect the overall smoothness. Alpha builds don't contain all optimizations yet so this recommendation will likely change for finished product.

 

2. How does Outerra engine work?

It takes elevation data with arbitrary and optionally also varying resolution, 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.

 

3. What is the format for in-game models? Can I use Maya/Lightwave/3dMax to create models and import them within the engine?

Engine uses its own format optimized for the rendering, but Collada files can be converted to it using a separate tool.

 

4. What physics are employed by the engine?

The engine currently integrates Bullet physics library for general physics and JSBSim library for flight dynamics modeling.

Practically any library can be used as long as it's able to cope with spherical worlds and huge terrains and has an interface capable to handle dynamically generated terrain in an effective manner.

 

5. What about water? Rivers, lakes and oceans.

In development. Vector data will be used for rivers and lakes.

...

 

6. Will there be weather? Clouds ..

In development.

...

 

7. Will there be particle effects?

In development.

...

 

8. Will terrain be destructible?

Destructible terrain is possible; dirt roads can be seen as an example of this too. Heavier modifications are not a problem as well. We have been thinking also about having destructible trees, this may be possible too once all other more significant issues are resolved.

 

9. Will there be artificial planets, asteroids or moons and other star systems

Support for artificial planets will be added later after maturing the Earth and close bodies - Moon and Mars.

The process will work by employing a generator in place of the external planetary data. The generator will mimic the characteristic patterns of topographic features on a planet - continents, mountain ranges, water drainage networks, volcanoes etc. generating them randomly but keeping them believable and natural for given planet type.

 

It will be also possible to combine this approach with the data-driven planet creation. With procedurally generated planets you could still want to influence the shapes of the continents or to place/move the mountains or to define the climates so that it all lines up with the game setting. You should be able to mod specific locations by smaller height field patches as well.

 

10. Will interplanetary travel be possible?

Yes, the engine is designed to allow this.

 

11. Will underground caverns and tunnels be supported?

Underground caverns will be supported by employing a tunnel/cavern generator, that will be using vector data to generate the geometry and blend it into existing terrain.

Link to comment
Share on other sites

did you read the title "graphic engine"? i never said game engine. read first then troll. ;)

 

Graphics engine may refer to: Game engine no such thing googled it, and all i can find is it referring me to game engines.

The core functionality typically provided by a game engine includes a rendering engine - in which renders the Graphics/misc.

 

not a computer freak in this way, just know about games. but i don't see a way to go against this here. Guess i need to call a Friend he could answer this in matter of minutes. :wallbash:

:facepalm:

Edited by Guss
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...