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.
When wearing red-cyan glasses, you can make game scenes appear volumetric, what looks especially cool with voxels. This screenshot is optimized to be viewed on an ordinary 24-27" screen. The truecolor rendering is required for this to be fully interactive, but quickly alternating palettes can approximate the colors required to see levels in stereoscopic mode. Beside the old-fashioned anaglyph 3D, the engine is going to support shutter glasses, interlaced polarized 3D, and stereopair modes suitable for VR headsets.