Rayve is a 3D game engine by Raylogic that does not use rasterization.
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
Processing triangles to 2D doesn't make sense anymore. A more lighting-based approach would be better
if there was a way to make it fast enough.
RENDERING 2.0
Raylogic has developed a proprietary compute-based rendering pipeline loosely based
on ray tracing that's fast enough to replace rasterization.
CLEANING UP
Eliminating rasterization removes draw calls, frustum culling, occlusion culling, screen space projection,
environment / cube mapping, forward / deferred rendering, level of detail meshes, transparency ordering,
shadow mapping, depth buffers, clip planes and more.
IN PROGRESS
Raylogic is creating a game based on our new non-rasterized, lighting-based rendering pipeline.