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.
Imported the content from the Build Engine demo game. When using the original textures and color lookup tables, and AA and true vertical look disabled, my engine can exactly match Build's visuals (despite using totally different formats), yet ameliorate the look with better Z-culling of sprites and masks. I've even hacked in a function to play music directly from Ken's KDM format, albeit with no special effects, so you can hear NEATSONG.KDM and other tracks when running the engine.