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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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How Z-culling is done in Brahma, and why do Z-buffers suck?

How Z-culling is done in Brahma, and why do Z-buffers suck?

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The Z-buffering technique has already been used in realtime 3D computer graphics for decades, proved itself as a viable way to solve the visibility problem...

What is hybrid temporal-spatial anti-aliasing?

What is hybrid temporal-spatial anti-aliasing?

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For 120+ Hz display devices, Brahma engine offers a very efficient anti-aliasing solution called 4xTSAA. Owing to subpixel precision of engine's geometry...