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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 First tests on imported Quake 2 models (view original)
First tests on imported Quake 2 models
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Description

Introducing polygonal 3D model support in addition to voxel sprites. Here I've added a simple routine that can import models from Quake 2 MD2 format to have some real game content to test on. So far the rendering looks a bit incorrect as it uses affine texturing that is very fast but doesn't take 3D perspective into account, and no Z-culling other than simple painter's algorithm is performed.

Brahma uses its brand new BHG format that is compact yet packed with some next-gen features such as complex polygons with holes and control points for curve modeling. Skins are handled separately from the models (facilitating quick exchange), and planned animations can benefit from built-in object transform hierarchy.