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 orthographic voxel caching
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Description

I was working on caching orthographic renders of voxels as 2D sprites. This technique is very fast and has a distinctive oldschool look, with weird perspective distortion on close-ups or looking from above/below.

The temporal multisampling mode allows running the engine at twice the refresh rate of a display. Since I switched to 60 Hz for capturing the video, the engine runs at 120 fps and averages two consecutive fields to form a frame. This results in smoother movement due to a fair amount of motion blur.