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.
An array of 1024 voxel tanks currently shows at 20 FPS in 1080p, yet same tanks are handled smoothly if replaced with simple flat sprites. I'm planning to speedup voxel rendering using adaptive rasterization techniques which could precache distant objects instead of redrawing everything, or just use a simpler approach for smaller voxels. This and other optimizations could improve performance by an order of magnitude.
wow, that are many tanks, and thta without any fps loss, well done!!
Leon