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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 Quake 2 model test with depth of field effect (view original)
Quake 2 model test with depth of field effect
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Description

The model support is still incomplete, but their 3D-ish look already can be enhanced with some DOF.

The renderer currently can simulate true depth of field (i.e. without lousy screen-space hacks) using the same technique as it does for antialiasing. However, this screenshot has eight consecutive frames averaged. One would need a really high refresh rate to eliminate the flicker associated with video fields alternating. When back plane culling is implemented, the engine will be able to undersample and blur the background to imitate DOF without introducing flicker.