Fully ray traced games are now possible!

Goodbye Rasterization

Rayve 3D game engine by Raylogic uses a fully ray traced renderer. The API is a single C++ header file and DLL that is very easy to use.

Currently in beta. Coming soon to Gumroad for $38 (perpetual license). You can learn about Rayve and also discuss on Discord.

There are no tutorials or examples yet, but an example game is in the works.

Trial Version

A trial version of the engine is available for evaluation. The engine is included with a Visual Studio test project. Just unzip the project into a folder and load the solution into Visual Studio.

The project creates a blank scene as a sandbox for learning Rayve using the online manual. The trial version is limited to 32 scene objects.

Under the Hood

Raylogic has developed a small, ~500 line 100% ray traced compute-based renderer that writes direct to the display instead of using graphics API's like OpenGL, DirectX or Vulkan*.

A modified form of ray tracing has also been developed that balances graphic fidelity with fast frame rates. Deterministic ray paths are used that do not require denoising and give clean graphic detail.







*A bit of Vulkan is used to access the GPU and display, but Vulkan's main graphics API is not used.

Ray Tracing Simplicity

  • No draw calls
  • No frustum culling
  • No occlusion culling
  • No overdraw reduction
  • No vertex/pixel processing
  • No screen space manipulations
  • No environment or cube mapping
  • No forward / deferred rendering
  • No level of detail meshes
  • No transparency ordering
  • No shadow mapping
  • No depth buffers
  • No mip-mapping
  • No filtering

Capabilities So Far...

Highly data-oriented entity processing
Power-of-2 bucketed memory technology
Half-Res mode and trace limiting
Beautiful temporal antialiasing

Limitations So Far...

Because Rayve technology is new, limitations exist for now. As Rayve develops, some or all of these barriers could be removed. Minimums:

A New Way to Render Games

Rasterization is the most widely used method for rendering games. It originated in the days of VGA cards to take advantage of the hardware blitting of 2D images. Assembly code was used on the CPU to cull and transform triangles in 3D space, then project (flatten) triangles to 2D so hardware blitting could be used. Lighting and shadows had to be done after 2D projection, which was complicated. GPU pipelines still use the rasterization model.

Because lighting and shadows are challenging with rasterization, many game engines use shaders to integrate ray tracing for lighting. If an engine handles all lighting with ray tracing shaders, it's called 'full ray tracing'. But the core rendering pipeline remains rasterization based.

Rayve just abandons rasterization entirely. All graphics are rendered through a small Raylogic developed ray tracing core. There is no vertex/pixel processing or 2D projection. Rays are bounced directly off scene objects where they sit onto the display. PBR materials, lighting, shadows and reflections happen as a natural part of the ray tracing process. Even user interface elements are ray traced. For Rayve, this is full ray tracing!.

Dark Ore

As they say (or maybe no one ever said), a game engine is not a game engine until a game is made with it. 'Dark Ore' is that game.

Dark Ore is a mini space game where you build a space station, set up ore intake and processing, deliver products, battle pirates in your spaceship and *hopefully* make money.

As development progresses, source code will be available to licensees. Incremental builds will be posted here. The final game will be available on steam and public access will be removed, but the game will still be available to licencees, along with source code.
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