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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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Add media Report RSS Rendering a game in CGA colors (view original)
Rendering a game in CGA colors
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Description

Here the shading and translucency tables were replaced with versions adapted to 16 CGA colors, like in EGA 0Dh mode. The game textures weren't changed (they internally use 256 colors). Despite the rough visuals, the engine does its job well with dithering palette colors into each other to better approximate the original look. With a low number of colors, one can clearly see the dithering artifacts that are normally quite subtle.

The screenshot was captured in low-detail mode with 4x temporal supersampling enabled, resulting in unfiltered dither patterns.