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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 Running Brahma renderer on E3L4.MAP from Duke3D
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Description

This is a test video taken to ensure that the stream is encoded smoothly by OBS when running my Brahma engine in parallel mode. At times I may sound a bit incomprehensible, but I've done my best to showcase my current progress in a "real time" presentation. The Brahma engine can easily import Build engine maps and tiles due to technical similarity. The rendering is done on the CPU by the same means Build engine did back in the day. I'm still working hard on various aspects of my tech. Going to upload some more footage later.