Brahma Engine | Making a sector-based oldschool software 3D game engine

Discussion in 'Game Development (Technical)' started by Jan Satcitananda, Oct 3, 2018.

  1. Jan Satcitananda

    Jan Satcitananda New Member

    Oct 3, 2018
    Likes Received:
    Hello everyone indie fans! In January I've started a prototype of a software 3D renderer which should eventually evolve into a new game engine called Brahma (codenamed BlackHole). The engine is powered by a universal framework I'm working on since 2013. Since this technology uses neither OpenGL nor another underlying 3D tech, it offers something special for indie development, what is a fully original look and feel in 3D environments.

    Algorithmically, my engine is similar to Build engine on steroids, planned to be both versatile and feature-rich as a modern engine (and even future-proof), with native multithreading and a variety of rendering techniques including raytracing. The similarity to Build suggests importing resources from Build games like Duke Nukem 3D, which I'm testing new features on. So far nothing really spectacular, but with all the planned stuff and appropriate content the engine has some mind-blowing potential.

    A screenshot of my current progress (Duke3D Raw Meat level with reflective floors):
    Now working on Fresnel reflections, voxel sprites and true vertical look emulation. The engine is very oldschool internally, but with modern hardware it can benefit a lot from 64-bit arithmetic, more RAM and computational power yet remain lightweight and having little requirements for simple projects.

    Project's page on IndieDB:

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