
Rayve 3D Game Engine by Raylogic has a unique renderer and visual live coding.
Rasterization
Rasterization came about to flatten 3D triangles to 2D so that VGA blitters could render the triangles.
OpenGL, DirectX and Vulkan are the evolution of rasterization and are used by most game engines.
Non-Sequitur
Rendering 3D scenes is about lighting. Rasterization is about processing triangles into 2D.
Total miss.
Mission
Raylogic has developed a concise, compute-based rendering pipeline that is 'ray tracing like'
and fast enough to replace rasterization.
Cleaning Up
Eliminating rasterization removes draw calls, frustum culling, occlusion culling, screen space projection,
environment / cube mapping, forward / deferred rendering, level of detail meshes, transparency ordering,
shadow mapping, depth buffers, clip planes and more.
Breezy
Rayve has a live coder written with Rayve. It switches instantly between game and code. It has a new type
of visual scripting that can do the sophisticated coding needed by games without creating a visual mess.
Village
Artists create scenes with collision in a 3D modeling tool. Programmers bring life to those scenes using Rayve's live coder.