RAYVE GAME ENGINE


Rayve is possibly the only general purpose game engine that doesn't use a rasterization pipeline.

Rasterization was invented long ago to flatten 3D scenes to 2D so that VGA hardware blitters could render a scene faster. OpenGL, DirectX and Vulkan are the direct evolution of rasterization.

Rasterization involves draw calls, frustum culling, occlusion culling, overdraw reduction, vertex / pixel processing, screen space projection, environment / cube mapping, forward / deferred rendering, transparency ordering, shadow mapping, depth buffers, filtering and more.

So much rendering time is spent processing and projecting triangles and working around screen space issues when rendering is really only about lighting.

Rayve replaces rasterization with a fully compute-based rendering pipeline built around deterministic ray tracing. Scenes are rendered fully in 3D straight to the display's framebuffer.

Deterministic ray tracing is Raylogic's own version of ray tracing. Some shortcuts are taken to make ray tracing fast and noise free. The visual trade-offs are not typically noticable for games.

Don't current engines already use ray tracing? Yes, but only to help with lighting. Rasterization remains.

Rayve has a powerful entity/component framework and API that makes writing games with Rayve fun. Rayve uses the smallest subset of C++ possible to keep things uncomplicated.

Rayve is code-centric and does not have a level editor. But importing entire levels with collision from a 3D modeling tool is very easy.

Rayve will be available soon!



Raylogic is an AI-Free zone.