It's a tech demo/research project, which means the code is basically continuously broken, but I did bodge it into workingness on Linux. It's impressive but doesn't quite live up to the videos --- I think they're using features that weren't working in my copy. But it is one that you can actually get your hands on and play with.
Proland is by the same person who did the wonderful Rama animation here, using some of the same procedural generation technology:
Although Rama wasn't rednered in realtime.
They've gone for an intermediate goal of making a space-fight simulator based on the engine. I played a prototype a few years back where two teams fight each other in a Solar System in a Counter Strike fashion, mine or destroy the enemy to get money and you get to upgrade your ship. It was pretty fun.
Looks like they've gone to crowdfunding to turn their prototype in a working game that they can use as a stepping stone to the MMORPG. It's called Infinity: Battlescape and it apparently got funded en of last year https://www.indiegogo.com/projects/infinity-battlescape
All while Vulcan is the way to go ;)
There's also nibbles, of some pretty interesting math and programming problems in there...
That would indeed be amazing. Kind of a silly question, but having the world as a sandbox at your disposal has to be a game developer's dream and while it's technically very ambitious I have to wonder why nobody seems to be making any use of the fact that Outerra is trying to provide exactly that.
A random gigantic game that simulates absolutely everything doesn't let you do that.
Take KSP as an example, sure it would be pretty to use that engine, but that's it, it would just be prettier. It would'nt bring anything new. The game is already fun, not because it's realistic, but because it has much simpler orbit mechanics than reality. A model a regular human being can actually wrap his head around.
The most boring and disappointing part of KSP are the contracts. Why? Because they are random. They have no direction and no sensible progression. They don't encourage you to push the limits. They are just an endless generated generic grind.
The older Elite games (Frontier) actually had more correct orbital mechanics and space flight, and the creator didn't think it was very fun (dogfighting at km/s speeds etc.) so went back to a more arcade like model. I tend to agree, ED is pretty fun, although it has been described as "a mile wide and an inch deep".
My only comment would be that in the demos with trees give away the fact that it's computer rendered. not really sure what it is about them? (They don't sway? They're too similar? The algorithm is 'showning'?) Any one know what it is I'm noticing?
"[Outerra is hiring] to work on several game and simulation projects for large defense contractors in partnership with TitanIM", with the latter being "A global sandbox [...] simulation software platform" and "[holding] the exclusive license to the [Outerra] world rendering engine for military applications."
But ever since graphics technology caught up enough to represent complex close-up 3D world, land-based games with avatars and close-up action-packed combat have taken over.
Flight sims tended to focus a whole lot more on planning -- you'd often have a mission planner, where you'd plot out your route (and sometimes the mission/route of other aircraft as well), then you get in the plane, taxi, fly for a while, watch out for SAMs, maybe get intercepted by enemy aircraft, find & attack your target(s), then fly home and land. I guess it sounds sort of boring, but part of me wonders what kids these days (OK, I'm old, I know) are missing out on.
The devs are really smart and pulling together some amazing optimization stuff that you wouldn't really expect.
* Windows Vista and higher, limited Windows XP support
* Nvidia 8xxx series or better, AMD/ATI 5xxx or better with recent AMD/ATI drivers (older ATI series are no longer supported by AMD and their legacy drivers do not work well with Outerra)
* Recent graphics drivers!
* 1GB graphics memory
* 2GB RAM
* 500MB disk space for the initial install, up to 15GB for fully downloaded Earth dataset
* Nvidia 470GTX or better, ATI 6870 or better
* 2GB graphics memory
* a 2-core CPU