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 Island terrain imported from LBA2 (view original)
Island terrain imported from LBA2
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Description

Recently I was able to import Little Big Adventure 2 game assets and walk around its islands, currently without any objects or buildings. LBA2 is one of my all-time favorites which I was dreaming of putting into my engine. Also I gain knowledge about the inner works of LBA engine along the way.

Unlike the original 1997 game, my engine redraws entire scene at interactive framerates, doing so even without any limit on the drawing distance. Also it really benefits from subpixel precision and high resolutions with temporal antialiasing. I only have to implement dithered Gouraud shading and fix some rendering issues to make it look like the original game.

The terrain is based on a fixed grid, so it should be converted into sector geometry to be rendered in Brahma engine. The Citadel island is converted to almost 46k sectors which are just triangles and quads without any visible walls in between. Future figures are subject to change due to later optimizations. This may be challenging to render, although I'll probably speed it up later by converting the terrain into meshes or heightmapped sectors (at least, as a LOD measure). The buildings and other structures in the original game use another format that is separate from the terrain and not yet imported, this is why they are not visible here.