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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 Spacetime warping non-Euclidean portals in Brahma
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SPY-maps
SPY-maps - - 2,906 comments

WOW, what a great video! This shows your work that you have done so very well. Already did see the 3D floor in old screenshots, but to see it here back in 'action' does really make it look awesome. And the way a mapper can play with the height of the player gives so many possibilities. Your engine looks so much better than the old Buildengine.

great stuff!

Leon

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punpcklbw Author
punpcklbw - - 42 comments

Thanks a lot! Yes, I'm currently reworking heightmapped sectors in order to fix some issues with it and optimize performance. I hope to prepare a consistent tech demo for some public testing before actual game projects powered by this engine are released, to attract more potential interest to it. I think after four years in development, indie gamers are eager to get something playable on their hands.

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Description

Just made the portals actually work and be passable by the player, with possible resizing. The time feel can also alter in accordance with spatial scaling, producing a time dilation effect for a smaller player.

Some portals simply connect remote regions, some resize spacetime and everything that travels through it. This is an example of a process that is not possible in the physical world, but can be implemented in a game engine.

The image seen by the player becomes increasingly noisy and blurry as smaller amounts of light get into the entrance pupil, being the effect of smaller optics and faster shutter speeds, as simulated by my photorealistic rendering pipeline. This is demonstrated through a 64x shrink, yielding 64^3=262144 times less light per frame and turning day into night.

The final location features walking on a surface of a cube. Each cube represents a face of a cube, allowing light and objects to travel around cube's surface which appears like an infinite plane due to space warping.

The player is still invisible, and voxel objects are not rendered when mirrored, so consider this a work in progress.