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 Tetrakis lattice for masked textures (view original)
Tetrakis lattice for masked textures
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Description

It should be noted that any texture should be drawn with a specific filtering method in mind and match its pattern of texel arrangement. Note that some tilted edges of the tank's grating on the screenshot look perfectly smooth; some remain jagged like they did with the nearest neighbor matching, and some even produce sawtooth-like shapes which may also look cool but clearly not intended for this case, being an artifact of the pixel placement not being consistent with the tiling pattern.