RAYVE GAME ENGINE
A simple C++ game engine for the joy of writing games.
Writing Games is the Best Game of All.
Rayve's entity/component framework and API are great to work with. Rayve uses the smallest subset of C++
possible to keep things uncomplicated.
Rayve does not have a level editor. Instead, Rayve provides a naming convention that makes importing assets
very easy, even entire game levels with collision.
Rayve comes as a zip file that extracts to a folder. Double click on the Visual Studio solution and start creating games!
Windows and Visual studio are required. A perpetual license is $35. Rayve is close sourced.
Deterministic Ray Tracing
Game engines have always used rasterization pipelines for rendering. 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.
Rayve replaces rasterization with a fully compute-based rendering pipeline built around deterministic ray tracing.
Scene objects are ray traced directly to the display buffer, eliminating all the rasterization baggage.
Normally, ray tracing uses AI to model lighting, scaling and denoising because ray tracing is slow. Instead, Raylogic's
deterministic ray tracing just mixes in a bit of traditional lighting. It's good enough for games and it's very fast and noise-free.
Availability
Rayve is documented and tutorials are underway. Rayve will be released once more tutorials are complete.

No AI is used at Raylogic