Rayve
3D game engine using only ray tracing


Early development demo of fully ray traced scene @4k res using an Nvidia 3080 TI with ~20m rays per frame.
3D scene created by Ivar Hill.
Why ray tracing?

Ray tracing can reduce the complexity of the rendering pipeline dramatically, while providing much more realistic lighting, shadowing and global illumination, as well true reflections and a straightforward implementation of PBR materials. In rasterization pipelines, a lot of the graphics processing has to be handled in 2D screen space using complicated approaches. With ray tracing, there is only 3D space.


Simplicity
  • No vertex processing
  • No frustum culling
  • No occlusion culling
  • No overdraw reduction
  • No draw calls
  • No shadow mapping
  • No environment or cube mapping
  • No forward / deferred rendering
  • No transparency ordering
  • No level of detail meshes
  • No depth buffers
Different to the core

Rayve is opening a new chapter in game graphics. A proprietary core rendering technology was developed that replaces the use of OpenGL/DirectX. This new core technology is based on deterministic ray casting instead of Monte Carlo and denoising. Through all stages of development, performance has been the main goal.


Design

Focused, light weight engine for game developers to easily explore ideas and publish unique games with a great look.

Meticulously designed and coded from scratch using C++. Rayve's primary goals will always be simplicity and performance.

Even though ray tracing is used for rendering, the priority is high FPS over graphics fidelity, as the engine is intended for games and not photorealistic rendering.


Using Rayve

Rayve consists of an innovative scene editor along with a single header file and DLL for writing game code. Rayve uses a simple C API combined with ECS style programming. Visual Studio 2022 is used for coding and debugging. Rayve costs $35 per developer seat. Major updates may have additional cost.

Available 4th quarter 2022.

What's done:

dynamic lighting, global illumination, shadows, transparency, refraction, reflection, PBR materials, physics, skybox, fog

What's not done:

skinned character animation, particle system, widgets, volumetric effects, post processing, antialiasing, animated textures, billboards, terrain, fluids

Requirements

Windows 10 and up
Visual Studio recommended
Recent CPU with 4 cores or more
8gb or more memory
RTX capable GPU (Nvidia 3070 and up recommended)
Latest graphics driver


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