Demonstrating global const-z rasterization in Brahma engine

Опубликовано: 07 Август 2026
на канале: NIP TV
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Showcasing the current state of my Brahma engine for which I'm developing some innovative ways to solve the visibility problem for overlapping translucent objects, and more stuff I've been working on last year.

Brahma engine is proprietary software which is not based on Build's source code and uses its own map format. Build map files get converted to the native engine format on load. No consistent collision physics is implemented for the time being.

An article explaining what this video is about:
https://www.indiedb.com/engines/brahm...

00:30 The test map being run in EDuke32 renderers
04:52 The test map converted and run in Brahma engine
09:57 Advanced Z-culling tests room
11:28 HDR light processing and Fresnel reflections
13:55 Prioritized rasterization explained
15:52 Sector-over-sector stress test
17:17 WIP voxel sprite routine
18:30 Total internal reflection inside a solid block of "water"