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 Testing for high display resolutions (view original)
Testing for high display resolutions
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Description

This is the highest resolution rendering tested to the date, measuring 4096 x 3200 pixels. Actually, the engine performs quite poorly at power-of-two horizontal resolutions due to cache-related issues when filling vertical lines, yet still can yield interactive framerates for most scenes. The renderer itself can be uprated to 32768 x 32768, which is well beyond current practical requirements.