This is not a dream or the future, is the present. As Einstein said:" Immagination is important as Knowledge". The only limit i know, is our mind. I like this kind of stuff, the tech beyond is good for a lot of tasks. Thanks for sharing it. I hope to see a demo soon.
This looks very promising, but I wonder... where will you get 'the data' from? The engine may support a very detailed world and elevation changes, but you'll always have to get your data from somewhere...
I think Scalability can be completely adjusted. The computers he is testing it on are not billion dollar machines. Relevant quote "LOD for terrain patches is determined by a metrics that computes a required texel/pixel quality for a given view. Broadly speaking the LOD depends mainly on the distance, but it's also greatly affected by other factors like the terrain shape and current quality settings and the limiter state and such. Using it dynamically for interactions would cause a great havoc, but of course physics and positioning are not dependent on this. Fixed detail levels are used for physics as well as for building/tree placement, and the objects won't move as the detail changes." - Brano
I'm glad you posted this but what about ISI's own race sim engine development? They won't be able to sell an rFactor 3 Pro for non-commercial use if they use this one man's (I was surprised by that) engine. They should definitely look into buying. This would be somewhat revolutionary for the sim racing community and if it's successful, I wouldn't be surprised if SimBin followed in the exact same footsteps. I'm most curious about what a staff member will post, I'll be checking regularly for one.
Well Outerra has no built in physics engine. It is just using the bullet physics engine which is open source and therefore free. http://bulletphysics.org So if ISI develops a kickass vehicle physics engine it can just be plugged into Outerra. What ISI will no longer have to concern itself with is things like lighting, shadows, model importing, skyboxes or editing tools etc.
Oh.. Update. Here, a simple hack that boosts the aerosol density below a given height -Brano AKA here is some hacked up FOG! I am going to ask on their forums how difficult it would be to have the road maker put Rumble strips on corners that need them, automatically. http://www.outerra.com/forum/viewtopic.php?pid=1403
This looks amazing, and i reckon it would be brilliant for rallying, or even better. Long distance races such as Targa Florio or a coast to coast race like Cannonball run or Gumball or such
It's interesting, but it wouldn't be good for rF. rF needs tracks which are detailed to the absolute maximum, all the power needs to go there. This engine would be good for something like Test Drive though.
Exactly my thoughts, vehicle simulations are much more complex and are more suited to just the confines of the track. However this "planetary engine" looks good, though I am not sure what's to meant to come from it, is the creator going to license the engine out to game developers? Would be okay for games like '4x4 Hummer' where the world is your terrain.
Notice, there are almost no detailed objects... and trees don't cast shadows (even static) yet. Add dynamic shadows and lots of things like buldings etc. to the scene and performance will probably drop a lot. Of course I'm impressed by the engine capabilities, but I might not be the best choise for racing simulations. For games like TDU = definatelly yes!