But the vision of a common platform for simulator is something we are after, it will be made possible because of the widened detail range able to encompass all simulation cores.
Yes, like I remarked above, as it currently stands Flight Simulator, OrbiterSim, Fighter Jet simulators, Ship Simulator, Train Simulator, and submarine simulators can already (should already) be packaged as one holistic solution in ONE EARTH. There is no reason for these games to be inherently separated. Why create a different "Earth" for each of these simulators when one complete "earth" will do the trick? It just seems like each game is in its own little "corner of the world", and its not complete unless it is fully integrated. I want to be able to fly PMDG 747-400, NASSP APOLLO, F-18, sail a Cruise Ship, drive a freight train, command a nuclear submarine, etc all within the confines of a single simulator!
My worry is that Outerra is concentrating too much (as the name suggests) on being a scale-invariant procedural/fractal terrain engine and not enough on the emphasis of being a "Everything Engine"...
OT does the terrain already very vigorously... but what about procedural generation of major cities? Okay maybe not CityEngine but what about something like this:
http://www.introversion.co.uk/subversion/ ? Subversion is a bit too abstract for my tastes, but as you can see it should be possible for Outerra to have an infrastructural engine at least as robust as Introversion's procedural city/street/building/room generation engine, if not even better.
It seems that procedural/fractal programming for content creation in sims/games are having a comeback in terms of popularity. Even now there are other indie efforts/pipedreams? being started on the next Minecraft clone/killer (
http://www.shamusyoung.com/twentysidedtale/?p=12123 )
The problem with a project like Project Frontier (what I linked to above) is that the grid is still flat and the sunrise and sunset are "hardcoded" into the game instead of emulating what it really means to have a sun"rise" or sun"set"... In the context of a "flat" world the term "sunrise" has no meaning! While this kind of trick might work in a limited domain world, if we are to have many worlds or having multiple interplanetary travel will require a real 'sun'/'stars' and N-body Newtonian gravitation physics, Kepler's laws of planetary motion, etc... You can't just 'hardcode' the sunrise and sunset for each planet and expect it to be realistic...
The problem I see is that each game (train, flight simulator, ship simulator, etc) specializes in its own area (nothing wrong with that) at the EXPENSE of realism by utilizing cheap parlor tricks and smokes and mirrors that in totality creates contradictions and incompatibilities when one wants to incorporate many different types of games/sims onto one single platform... In isolation these shortcuts and cheats work fine for the simulation platform in question, but together these shortcuts do not lead themselves to be readily reconcilable under a single coherent and consistent worldview. The only way to reconcile these different platforms is to create one platform or framework that all other games and simulations can extent from. For example, in every single fighter jet game I've always played the "sonic boom" was never taken into consideration.... I'm not even talking about simulating the air molecules and deriving or emerging the phenomenon of a sonic boom as an object approaches the speed of sound, no games has ever even tried to use table lookup values of altitude, temperature, airspeed, etc to cheaply simulate a sonic boom on any level! The jet engines are loud and noisy and have plenty of sound, but I guess they forgot the sonic boom for some reason. But they both operate on the same principle of sound! Why emulate on and not the other?
Same thing with the speed of light. Games like Universe Sandbox lets you play God in a planetary sim... I can erase the "Sun" and from the vantage point of the earth it is instantly gone! So I guess either the speed of light is infinite, or like the example with the "sonic boom", the mechanics (or rather the "speed") of light is never taken into account... Hey in a FPS or flight simulator it would be crazy to take into account the speed of light, but in a planetary sim most stars are lightyears away, and it takes a substantial amount of time for light from the other planets in our solar system to reach earth... One would think something as critical as this would be emulated, but it is not!
So Outerra affords us the ability to utilize the entire earth and all its vastness... I'm not going to go on top of a mountain top and repeat Galileo's failed experiment to measure the speed of light... But is the "sun" implemented correctly? Can I reenact the measurement of earth's curvature by using a sundial? Is the speed of sound emulated in the OT world? If there is a distant explosion will I see the flash before I hear the sound? If a tree falls in the Outerra forest and no one is around to hear it, does it make a sound?
These are the things that a vast world entail... I hope Outerra will try to emulate as many of these as possible. Commensurate with the simulation of sheer size is the obligation to emulate effects which are discernible in those scales and ranges.