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 the anaglyph 3D mode (view original)
Testing the anaglyph 3D mode
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Description

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.