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.
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.