Rayve has a unique 'ray tracing like' renderer and 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.


Letting Go

The need for processing triangles into 2D is gone. Rendering 3D scenes is about lighting. A pipeline built specifically around lighting would be a big win.


Breakthrough

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.


Quick Turnaround

Rayve's live coder is written with Rayve. It switches instantly between game and code. Scripts are internally native compiled on the fly.


Making a Scene

Rayve doesn't have a level editor because it would never compete with a 3D modeling tool. Artists can use Rayve's naming convention to import levels with collision directly into Rayve.