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 Arc-shaped texture mapping (view original)
Arc-shaped texture mapping
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Description

This is how my tiled circle texture filter might look with custom art. It is based on the tetrakis filter seen on the previous screenshots, with its diagonals replaced with arcs, what is only a little bit slower than modeling straight lines.

The above texture is only 32x16 pixels, what converts to an 8x8 arrangement of circles. Each circle comprises eight pixels from a 4x2 block (four inside and four outside). Using this and other variations of arc-shaped filtering one can design intricate patterns even with very small textures.