RAYVE GAME ENGINE
Non-rasterized ray tracing experiment.


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.


Lighting

Rendering 3D scenes is about lighting. Processing triangles into 2D has nothing to do with lighting. It actually makes lighting harder.


Ray Tracing

Replacing rasterization with ray tracing would be a slam dunk. Unfortunately, traditional ray tracing is too slow, even with hardware ray tracing cores.


Mission

For several years Raylogic has been experimenting with a deterministic form ray tracing that's fast enough to replace rasterization.


Cleaning Up

Eliminating rasterization removes draw calls, frustum culling, occlusion culling, vertex / pixel processing, screen space projection, environment / cube mapping, forward / deferred rendering, level of detail meshes, transparency ordering, shadow mapping, depth buffers, clip planes and more.


Lightweight and Fast

Rayve is a very lightweight engine with a single C++ header and a comfortable workflow. The framework is based on Raylogic's version of data-oriented entities and components.


Marathon

Rayve is basically a do-over of game graphics. Rasterization has a big head start. It will take a while to catch up. Demos available soon.

RAYVE GAME ENGINE
Non-rasterized ray tracing experiment.


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.
Lighting

Rendering 3D scenes is about lighting. Processing triangles into 2D has nothing to do with lighting. It actually makes lighting harder.
Ray Tracing

Replacing rasterization with ray tracing would be a slam dunk. Unfortunately, traditional ray tracing is too slow, even with hardware ray tracing cores.
Mission

For several years Raylogic has been experimenting with a deterministic form ray tracing that's fast enough to replace rasterization.
Cleaning Up

Eliminating rasterization removes draw calls, frustum culling, occlusion culling, vertex / pixel processing, screen space projection, environment / cube mapping, forward / deferred rendering, level of detail meshes, transparency ordering, shadow mapping, depth buffers, clip planes and more.
Lightweight and Fast

Rayve is a very lightweight engine with a single C++ header and a comfortable workflow. The framework is based on Raylogic's version of data-oriented entity and component design. Rayve is still in progress with demos coming soon.
Marathon

Rayve is basically a do-over of game graphics. Rasterization has a big head start. It will take a while to catch up. Demos available soon.