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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 Working on EDuke32's True Room Over Room support (view original)
Working on EDuke32's True Room Over Room support
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Hudson1
Hudson1 - - 74 comments

"In essence, all you need to do is to connect two surfaces the same way you connect walls, and let the renderer nail it by itself."

This is very impressive work! How you're focusing on the renderer/tech to do the legwork sounds super promising to make development much easier. I also noticed in a video of yours how it converts the BUILD .map format on loading as well. I'm super excited to watch your tech progress, it's very cool!

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punpcklbw Author
punpcklbw - - 42 comments

Great to know, thank you so much! As you can see, there is facility to import BUILD and Doom/Doom II levels in a blink of an eye, with lots of options to do auto-enhancements such as heightmaps and glossy surfaces.

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Description

Looking for efficient ways to convert True Room Over Room feature from EDuke32 into Brahma portals, which function in a substantially different way. In essence, all you need to do is to connect two surfaces the same way you connect walls, and let the renderer nail it by itself. This can be done automatically and also allows sectors to be easily rearranged on the fly. As floor or ceiling surfaces can easily span over multiple sectors in Brahma, you can have different sector arrangement between levels without needing cumbersome workarounds like sector bunches (although surface sector lists are cached to speed up map processing).