
Creating photo-realistic game environments on a massive scale, by hand, can be beyond time consuming. Just ask the environment artists at Bethesda Studios after crafting the epic world of Skyrim. The alternative is to create algorithms that generate a virtually endless world that’s different every time you load a new game, as in Minecraft. But these algorithms can often produce strange, unrealistic landforms, like impossible overhangs and floating islands. While these surreal structures are part of the charm of Minecraft’s cartoony procedural landscape, if realism is your goal, this isn’t going to fit the desired aesthetic.

The Outerra engine, a project that’s been in development for years, has found a unique solution to the problem of generating massive, photo-realistic environments: Base them on real data from Earth. All of Earth. These sprawling vistas look completely natural because, in a sense, they are. The large scale structures of mountains, rivers, and oceans use height-map data dynamically downloaded as you explore, while the ground-level detail is procedurally generated, leaving you free to view the world as close or as far away as you desire (presumably within the limits of your processor).

The first game being built using this engine, Anteworld, presents an Earth long abandoned by humanity and tasks players with rebuilding civilization. With potential features including asynchronous content propagation (i.e. you build your city in a single player mode and it automatically loads your creations into all other players’ Earths) and direct multiplayer modes, which allow you to play directly with others online, Anteworld is possibly shaping up to be the Second Life I’ve always dreamed of.
You can download a free tech demo on Outtera here.










Pingback: You Won’t Believe the Scale of This Video Game World [Video] | Video Games
More Simplex and Perlin garbage. No erosion passes, water or wind. Nothing new in that video that wasn’t done back in the 80s let alone 90s.
Actually, no Simplex and no Perlin. Since it uses real earth data and only the details smaller than 90m are filled in using procedural algos, there’s plenty of original erosion of our planet visible. For those who look before posting, that is.
Pingback: Game engine renders photorealistic Earth-sized worlds | HEY LAURENT VOANH IS HERE
“…you build your city in a single player mode and it automatically loads your creations into all other players’ Earths”
Does anyone remember when Spore did this? All that was created were rude, over exaggerated phalluses. I thought all game designers learned their lesson on this one: Never let the players have a one way communication channel.
Pingback: Earth’s doppelganger: a photorealistic virtual world | Naked Play
// What's Trending
Raspberry Pi Design Contest
Dad Builds Son an Iron Man Arc Reactor
Teardrop Camper Trailer
Seventeen Sneaky Secret Hides
What to do with an 800 Lb Eucalyptus Slab
10 Things to Connect to Your Raspberry Pi
80-Ruxpin Art Installation
3D Printed Kinetic iPhone Cases
// What's Shared
A better way to slice a pumpkin
DIY Nerf Darts
100 Dollar Store Organization Ideas for Craft Rooms and Beyond
In the Maker Shed: Minty Boost USB Charger
Mad’s Mouse House
Lace Princess Crowns
I Have a (Puzzling) Dream
Play the Rings of a Tree Trunk Like a Record
// Most Commented
Plastic Bags into Plastic Blocks: Revisited
10 Hot New Boards to Watch
Why the Maker Movement is Here to Stay
MAKE Asks: Roadside Hacks
Ten Tips for Hand Saws and Blades
DIY Hacks & How To’s: Convert From Battery Power to AC
How To Make Your Own Laundry Detergent
What to do with an 800 Lb Eucalyptus Slab