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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 Ion Fury heightmapped floors (view original)
Ion Fury heightmapped floors
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Hudson1
Hudson1 - - 74 comments

Woah, that looks cool! How does it look in motion? The hightmap screenshots you've posted in the past looked good but this looks even better!

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punpcklbw Author
punpcklbw - - 42 comments

Great to know, thanks! The current implementation has a hard time rendering such floors from "below" or straight above, but I'm happy with the texels being drawn as perfect boxes; also my hybrid AA method drastically improves distant heightmaps when viewed in 144 Hz. As a sidenote, mipmaps for heightmaps should be generated using maximum ("lighten") blending mode instead of averaging.

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Description

I've tried to make a few heightmaps for the Ion Fury floor textures, and put them into a compilation called "TinyFury" that includes only the most essential game content. So this is how Ion Fury would look with some extensive use of heightmapping.