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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 STL format imported into the engine (view original)
STL format imported into the engine
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Description

Just wrote an importer of STL format for my engine. I'll have to add a vertex join routine to complete it though, since the classic STL format is essentially a list of triangles stored as three isolated vertices.

As Brahma Engine is meant to be useful in additive manufacturing and other industrial applications, an extensive support for CAD-specific formats is crucial for its adoption as a real tool one can make things with, not just an entertainment framework.