An all-new game engine written in C++; based on the NipSys64 framework I'm working on. This is a retro-gaming oriented 3D engine for indie development. The map format is sector-based like good ol' Build engine, but it evolves its ideas far beyond with a ton of new features like heightmaps, fast multiple reflections, HDR, lightmaps, voxels and proposed pixel-precise collision detection, as well as native multithreading support. Supporting a variety of rendering techniques (not being limited to just flat polygons), the engine also doesn't use Z-buffer, using span records instead, what makes rendering very fast even in pure software. Having a high degree of module integration and transparency between engine parts, Brahma engine is flexible and adjustable to any needs. With it, one can create very dynamic games with an oldschool look and feel.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Add media Report RSS Lightmapping prototype (view original)
Lightmapping prototype
embed
share
view previous next
Share Image
Share on Facebook Tweet Email a friend
Embed Image
Comments
SPY-maps
SPY-maps

Everything you wrote down under Description (on the right) is a complete mystery to me, lol. In the buildengine there was just light everywere, no shadows. Will this be different in your engine, and will light maybe even be dynamic (so shadows can move)?

Leon

Reply Good karma Bad karma+1 vote
punpcklbw Author
punpcklbw

Brahma rendering pipeline is quite flexible, so it can render simple sector-based constant shading like Build engine, or it can employ more elaborate lightmapping. I plan to do lightmap-based dynamic lighting, so each surface will have a precalculated static lightmap and a dynamic version, over which dynamic light sources could be rendered. Another approach is lighting 'imprinted' into the main texture, which is fastest, but it uses a lot of memory and can't handle HDR rendering and dynamic lights well.

Reply Good karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Description

Done first tests with lightmapping. Brahma lightmap is a logarithmic greyscale texture rendered as shade overlay with linear interpolation applied. Gonna develop single-pass lightmapped texture rendering routine to speed things up.

Details
Date
Size
1920×1080
Options
URL
Embed
Embed Thumb
Share
New
Add media
Feed
RSS
Report
Report