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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Dec 31 2023 Anchor | ||
The first public test of Brahma Engine is available here:This build reflects the state of the engine by the end of 2023. It may not run on some machines, what should be fixed for later releases. You can share anything cool you do with the engine here or on my YouTube channel. I'm going to capture some more how-to videos to showcase the latest features. I'd be grateful for any useful feedback. Support my development: |
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