Outerra forum

Anteworld - Outerra Game => Game & gameplay discussion => Topic started by: aposter on April 03, 2014, 01:12:07 pm

Title: How does Outerra engine handle cities?
Post by: aposter on April 03, 2014, 01:12:07 pm
We have already seen that the engine is great for rendering nature and large outdoor environments, but what about cities? Can it render large cities? Is it possible to have high levels of detail on a micro (streets) level? Assuming it should be possible to hook the engine to Google Earth and re-create the environments in the engine, would that apply to city environments too?

I'd like to get some feedback on the matter.
Title: Re: How does Outerra engine handle cities?
Post by: foxfiles on April 04, 2014, 06:42:33 am
The most impressive thing I've seen so far is this test done by a user here...
it would be interesting to see this from higher altitude and know more about data size and so on
http://youtu.be/1Tl6DhcEqss (http://youtu.be/1Tl6DhcEqss)
Title: Re: How does Outerra engine handle cities?
Post by: aposter on April 05, 2014, 05:43:36 am
That's pretty impressive. I've seen some other experiments and while it's clearly still early experiments it's already promising. I hope it will be possible to get good levels of detail on a micro level too.
Title: Re: How does Outerra engine handle cities?
Post by: cameni on April 05, 2014, 08:17:38 am
Ideally there will be a procedural city/building generator that can dynamically generate the detail needed on the "micro level", with interiors and all.

City models presented so far aren't representative of how it should perform - they are mostly experiments, rarely done even with LODs, or done as monolithic models. Also, OT doesn't yet implement occlusion culling for these things, and generally traverses more than necessary when preparing the scene for rendering, because we haven't yet optimized it for this.
Title: Re: How does Outerra engine handle cities?
Post by: foxfiles on April 06, 2014, 11:27:23 am
 it is very promising!