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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 Stress-testing the renderer at 32K resolution (view original)
Stress-testing the renderer at 32K resolution
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Description

Added a command for "offline" rendering at arbitrary dimensions. Here's the "Another Attack (Part 1)" custom Duke3D level by Maarten van Oostrum featuring a vast outdoor location, drawn in 32768x32768, what is the highest image resolution my engine is designed for. There are still some overflow bugs to fix, especially when it comes to voxel sprites (that's why they have been turned off for this scene). The single-thread performance is far from realtime, taking ~10 seconds to render a single frame, but this test proves that the renderer is capable of generating images sized up to 32768x32768 pixels (and you're practically unlimited when using tiled rendering). The result has been downscaled to fit into the 8 MB limit, but a 1:1 closeup is placed on top of it. View the original image for an eye-popping quality render!