As you can see SE's capabilities are huge! The possibilities are enormous for gaming as whole and it still has a lot of potential and ground to cover. Below is a quoted list of capabilites direct from SE's website located here: http://en.spaceengine.org/
All types of celestial objects are represented: planets, moons, asteroids, stars, star clusters, nebulae and galaxies.
The observer is free to move around the universe. Transition between any celestial body and any scale occurs continuously.
The observer can move around in space using the WASD keys, like in First Person Shooters. Movement with inertia is made possible in Spacecraft mode or Aircraft mode.
"Select and fly" autopilot: just click on any object with the mouse and hit the 'G' key to automatically go directly to the object.
Search for celestial objects by name. View planetary system maps. Save locations and an autopilot's journal.
The orbital motion of planets and stars is calculated in real time, with the ability to accelerate, decelerate, or reverse the flow of time.
The orbital paths of celestial objects can be shown, along with their labels and grids.
Automatic binding of the observer to the moving object and automatic selection of optimum flight speed.
Known celestial objects are represented using data from the catalogs: galaxies (NGC/IC), stars (HIPPARCOS), star clusters, nebulae, planets (our Solar system data and known extrasolar planets).
Uncharted regions of space feature procedurally generated objects: stars, star clusters, nebulae and planetary systems.
3D landscapes of planets and stars: for many solar system bodies actual data from space probes is used. For uncharted exo-planets the surface is generated procedurally.
Volumetric 3D sprite models of galaxies and nebulae including light-absorbing dust clouds, optimized render to a skybox and impostors.
Lighting effects: lens flares, solar eclipses, shadows of planetary rings. Celestial objects cast light and shadow on to each other.
The exact model of the Earth's atmosphere (code by Eric Bruneton), adapted for the other planets.
Ability to import users addons: models, catalogs, and textures.
The observer is free to move around the universe. Transition between any celestial body and any scale occurs continuously.
The observer can move around in space using the WASD keys, like in First Person Shooters. Movement with inertia is made possible in Spacecraft mode or Aircraft mode.
"Select and fly" autopilot: just click on any object with the mouse and hit the 'G' key to automatically go directly to the object.
Search for celestial objects by name. View planetary system maps. Save locations and an autopilot's journal.
The orbital motion of planets and stars is calculated in real time, with the ability to accelerate, decelerate, or reverse the flow of time.
The orbital paths of celestial objects can be shown, along with their labels and grids.
Automatic binding of the observer to the moving object and automatic selection of optimum flight speed.
Known celestial objects are represented using data from the catalogs: galaxies (NGC/IC), stars (HIPPARCOS), star clusters, nebulae, planets (our Solar system data and known extrasolar planets).
Uncharted regions of space feature procedurally generated objects: stars, star clusters, nebulae and planetary systems.
3D landscapes of planets and stars: for many solar system bodies actual data from space probes is used. For uncharted exo-planets the surface is generated procedurally.
Volumetric 3D sprite models of galaxies and nebulae including light-absorbing dust clouds, optimized render to a skybox and impostors.
Lighting effects: lens flares, solar eclipses, shadows of planetary rings. Celestial objects cast light and shadow on to each other.
The exact model of the Earth's atmosphere (code by Eric Bruneton), adapted for the other planets.
Ability to import users addons: models, catalogs, and textures.
Below is a quick showcase for the second engine, Outerra.
Outerra is still in early closed alpha state testing at the moment, but supports full flight and vehicle physics simulations and even ocean simulation as well as showcased by this video,
Both of these engines stand to change gaming in all it's many and varied forms for ever and I stand up and support these ambitious projects with fervor and zeal. The gaming community as a whole needs to see these engines, see the beauty and the majesty of what they are currently capable of even in alpha states. I for one know I intend to shell out money for support and even buy these engines to work on my own projects. So for now all I can say is that I'll be watching, and waiting.
Damion Rayne


Calendar
vBulletin Message