The videos below show the early prototype work on the engine that we used for Earthsim 1 and 2 products. The engine was advanced for its time, but it has been 10 years and things have moved on. The limiting factor is no longer the ability to render things well. Modern GPU’s are very powerful but the limit is set by the amount of data that is required to feed the GPU for the rendering and how realistic that data is. We need a very rich and detailed simulation engine. And this is really what Earthsim has always been about.


To improve on the videos below we need a simulation engine that can run real-time simulations of the surface details of a world. Only then will it be possible to render the vistas needed without requiring huge data sets and massive level loading times.

Terrain sim + Water sim + Atmosphere sim -> Biosphere sim 

Earthsim requires high performance realistic water and atmospheric simulations that can feed into land surface simulations. All these simulations combine their data sets in real time to provide a landscape wide data feed for the Biosphere simulation. This Biosphere simulator then manages all the life forms on the surface of a planet.

We are aiming for one over million simulated life forms.

The videos below show what we achieved with the Earthsim 2 engine from 2011. We expect to go far beyond this with the new engine in the coming years.

At the end of 2011 we had the planet engine able to resolve an earth like planet down to 1cm of detail. The videos below show some of the work we did on the way to hitting the 1cm resolution milestone.

Putting a an ocean onto the surface of Mars allowed us to clearly see ancient river channels. Three years before NASA made a similar announcement.
Very high resolution simulation and rendering of the planets using the latest satellite scanning data at the time.
Early work on Dinosaur animation blending in 2007. Mainly showing how the Acrocanthosarus can bend its neck left right and roar high and low. Some early herding and predator prey behaviors too.
Some of the pieces we implemented through 2011
From the first time we got the planet rendering down to 10M accuracy