RAYVE GAME ENGINE
Rayve is a small, low-friction, inexpensive ray tracing game engine. Ray tracing helps games look great. Removing rasterization simplifies rendering. Just straighforward game writing.
100% RAY TRACING
Raylogic has developed a proprietary, deterministic ray tracing algorithm for Rayve game engine that is used for all rendering, not just lighting. It provides fast, real-time ray tracing for games using Vulkan to run Raylogic's ray tracing compute shaders without using Vulkan's rendering API.
NO RASTERIZATION
No draw calls, frustum culling, near/far clip planes, occlusion culling, overdraw reduction, vertex/pixel processing, screen space projection, environment/cube mapping, lightmap baking, forward/deferred rendering, level of detail meshes, transparency ordering, shadow mapping, depth buffers, texture filters and more.
RENDER SIMPLICITY
Rayve's ray tracing compute shaders render the scene's triangles directly to the display's framebuffer. Dynamic lighting, shadows, reflections and refraction happen as a natural part of ray tracing without additional processing steps.
COMPONENT DRIVEN
Rayve uses a very fast proprietary data-oriented entity/component framework. Hierarchal entities are supported and automatically kept CPU friendly.
GOOD FRAME RATES
Rayve runs well on recent Nvidia cards that are mid-tier and above. Hardware denoising, antialiasing and scaling are not needed. Rayve also has runtime options to help games run on lower end cards.
BLOAT FREE ENGINE
Rayve is a very lightweight and carefully crafted engine. The API is a single C++ header using the most basic C++ possible. Rayve provides a naming convention that allows a 3D modeling tool to be used as a level editor.
LIMITING FACTORS
Rayve is closed source, requires Windows PC's/Nvidia GPU's and works best with Visual Studio.