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.
The engine can cache voxel objects into sets of billboard sprites that represent 3D models from various angles, possibly replacing pre-drawn sprites (having a similar pixelated look). This technique is primarily meant to be used for a LOD impostor system to speed up rendering scenery (as it ignores 3D perspective), but could be used for voxel enemies as well.
YouTube video: Youtu.be
Voxel Doom mod by Cheello: Moddb.com
Great to see you are still working on your engine, expected nothing else. You are doing this for so long now. Guess it is by now quite a professional old-school engine, please keep updating it. I keep interested to see where your engine will lead and if it will be used as game engine once it is done.
much success,
Leon
I really hope so. Thanks for following my work!