Fully ray traced games are possible!

Goodbye Rasterization

Rayve 3D game engine by Raylogic uses a fully ray traced renderer. The API is a single C++ header file and DLL that is very easy to use.

Currently in Beta Test. Learn about Rayve and discuss on Discord.

Purchase early access at Gumroad for $38 (perpetual license). All early access support helps the development of Rayve and is greatly appreciated!

Follow along as a game is developed as an example for using Rayve.

Trial Version

Download a trial version of the engine for evaluation as part of a Visual Studio test project. Just unzip the project into a folder and load the solution into Visual Studio.

The project creates a blank scene as a sandbox for learning Rayve using the online manual. The trial version is limited to 32 scene objects. No tutorials or examples are available yet.

Breaking the Speed Barrier

Rasterization has many vestiges from the early days of graphics rendering. Ray tracing always offered a better approach, but was too slow for games.

Rayve's new ray tracing technology breaks through the speed barrier, and opens the door for ray traced games. Read more.

Rayve has a long way to go before it can compete with the features and cross-platform capability of current engines. But great possibilities lie ahead!

Ray Tracing Simplicity

  • No draw calls
  • No frustum culling
  • No occlusion culling
  • No overdraw reduction
  • No vertex/pixel processing
  • No screen space manipulations
  • No environment or cube mapping
  • No forward / deferred rendering
  • No level of detail meshes
  • No transparency ordering
  • No shadow mapping
  • No depth buffers
  • No mip-mapping
  • No filtering

Capabilities So Far...

Highly data-oriented entity processing
Power-of-2 bucketed memory technology
Half-Res mode and trace limiting
Beautiful temporal antialiasing

Limitations So Far...

Because Rayve technology is new, significant limitations exist for now. As Rayve develops, some or all of these barriers could be removed. Minimums:


Build #1 : 04-06-26 : Headquarters terrain

300 meter headquarters area divided into arrival area, HQ building area, work site area and teleport area. Would normally use sculpted one-piece terrain divided into tiles, but in this case wanted angular granite outcroppings contrasting with the planet surface, which required individual models and different roughness for lighting effect.

Dark Ore

Dark ore is the first game being written with Rayve to test the engine and serve as a tutorial. The game project will be be available to licensees.

Dark Ore is a mini space game where you build a space station, set up ore intake and processing, deliver products, battle pirates in your spaceship and *hopefully* make money. Warning: Programmer art.

Builds are posted weekly while the game is in development.

Get an early look at ray tracing in action. Just click on the build link to download. Unzip to a folder and click on the Dark Ore icon to run.

Use the mouse to turn and WASD keys to move while holding down the right mouse button. Use the mouse wheel to correct up direction. Tap R to increase movement speed and tap F to decrease. Or use a 3DConnexion space mouse.

Escape key swaps between title screen and headquarters scene after entering scene. ALT+F12 toggles metrics.
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