• Register

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.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Frame postprocessing in Brahma Engine explained
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

Here I'm talking about my implementation of vertical look perspective correction, screen tilting and associated realtime postprocessing effects fully done in software paletted mode.

The setting is "Raw Meat" level from Duke Nukem 3D (e3l1.map converted to my engine's format), enhanced with some heightmaps, reflective water, and voxel sprites from the EDuke32 Community Voxel Pack.