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.
Today I've finished prototyping a new high-quality voxel sprite drawing routine, which does proper cube rendering instead of approximating them with 2D squares. This is how voxels were meant to look. Another faster method for rendering voxel vegetation and objects in the distance will benefit from orthographic projection into an intermediate sprite without scaling. This is going to be an order of magnitude faster than the conventional approach, and relatively easy to couple with lazy evaluation caching techniques.