Demonstrating global const z rasterization in Brahma engine
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: 00:30 The test map being run in EDuke32 renderers 04:52 The test map converted and run in Brahma engine 09:57 Advanced Zculling tests room 11:28 HDR light processing and Fresnel reflections 13:55 Prioritized rasterization explained 15:52 Sectoroversector stress test 17:17 WIP voxel sprite routine 18:30 Total internal reflection inside a solid block of water
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