• Register

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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Point clouds rasterized without holes (view original)
Point clouds rasterized without holes
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

A statically lit sphere rendered with my prototype point cloud rasterizer as a set of tiny rectangles which approximate an "airtight" connection between two touching spheres. As the point cloud is organized into continuous strips, rendering it without holes becomes pretty straightforward.

Since filling solid color rectangles is very fast, we can tolerate some overdraw in the process. I'll continue experiments on plotting the points in a correct order while using span buffers to perform efficient Z-culling (a naive painter's algorithm would run too slow for clouds that are complex enough).