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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 Rendering Ion Fury maps with some TROR (view original)
Rendering Ion Fury maps with some TROR
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Hudson1
Hudson1 - - 74 comments

This is looking great!!

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punpcklbw Author
punpcklbw - - 42 comments

Yep, love the vibe and the crisp 4K look with voxels drawn as perfect cubes.

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Description

Set up a config to import and fly through the Ion Fury maps not long ago. It's not very stable yet, but can yield solid framerates in 1080p144 and 2160p60 modes, outperforming EDuke32's both classic and OpenGL renderers.

There's some ambitious sector-over-sector facility in the works which is not related to the True Room Over Room effect seen in EDuke32, as mine works by means of direct connection of surfaces (instead of a hack to the existing map format to define portal's geometry) what is deemed to be more robust and easy to work with. As sectors can share the same floor or ceiling surface in Brahma engine, this naturally falls on its principles. I'll have to conduct more research on rendering the correct ROR in places where the sector layouts of the top and bottom "storey" differ.