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 texture filtering (view original)
Tetrakis lattice texture filtering
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Description

To make the filtering even more versatile, one's best option could be to go for tetrakis square tiling (also known as the "Union Jack" lattice). With all squares/rectangles being split into two right triangles by alternating diagonals, it liberates us from the yoke of right angles and expose both diagonals of the texture. Changing the texel aspect ratio affects the angles of diagonal lines which could be perfectly reproduced without any jagged edges.

The floor texture on the screenshot is one that coincidentally looks a lot better when using this method. Most of the game textures were drawn with square pixels in mind though, and thus can't benefit from the new filtering method.