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Brahma is a 3D game engine with a rather retrofuturistic design, intended for small studios and solo developers. It's being written from scratch in C++ using standard Windows API and no third-party libraries. This technology introduces an entirely new class of low-latency real-time engines that make special timing requirements, treating frames as video fields with a target time budget of 2-4 ms each, down from 16-33 ms frame budgets normally seen in game engines. It evolves in a different way than other modern engines, rejecting conventional BSP, Z-buffer, floating-point coordinates, and most of the lame screen-space effects in favor of innovative and efficient techniques. The engine is non-Euclidean capable to some degree; also it supports true displacement mapping for sectors as a means to virtualize geometry that affects collisions. The engine is also carefully designed to be easy and convenient to develop for, yet versatile and adaptive to any needs.

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NIPSYS64 v1.2 Demo 6

NIPSYS64 v1.2 Demo 6

Demo 1 comment

The first public test build of my NIPSYS64 framework with Brahma Engine. This is a work-in-progress version with a built-in map and resource editor. No...

Bresensolids (concurrent sphere rasterization prototype)

Bresensolids (concurrent sphere rasterization prototype)

Script

This is a script for Evaldraw that contains my proof-of-concept prototype of a software rasterizer for spheres. I came up with an algorithm that can fill...

Polyscan (3D polygon fill prototype)

Polyscan (3D polygon fill prototype)

Script

This is a script for Evaldraw featuring a 3D polygon fill algorithm that rendering of models in Brahma engine is going to be based on. This algorithm...