Rayve
RAY TRACING 3D GAME ENGINE

Dark Ore is small game being developed in C for testing the Rayve engine.
Full Ray Tracing?
For current games, "full ray tracing", means that all lighting and shadows were switched
from rasterization to ray/path tracing. The rest of the game engine still uses a traditional
rasterization process.
For Rayve, "full ray tracing" means a revolutionary engine built from scratch and structured
exclusively for ray tracing. There is no resemblance to rasterization engines. Rayve does
not render with OpenGL, DirectX or Vulkan*.
Rayve uses a modified form of ray tracing that is balanced between graphic fidelity and fast
frame rates. Deterministic ray paths are used that do not require denoising and give clean
graphic detail.
*Vulkan is used for access to the GPU and display, but not for rendering.
Ray Tracing Simplicity
- No draw calls
- No frustum culling
- No occlusion culling
- No vertex processing
- No overdraw reduction
- No screen space calculations
- 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
Features So Far...
- PBR materials
- Dynamic lights
- Dynamic shadows
- Global illumination
- GPU characters
- GPU particles
- Physics
- Scene queries
- Collision events
- Spatial audio
- Simple fog
- Skyboxes
Highly data-oriented hierarchal design
New tech for fast memory alloc/free
True ray traced supersampling (1x to 4x)
Half-Res mode and trace limiting
More features to come...
System Requirements
Rayve, and games made with Rayve, require Windows 10 and above.
For FHD & QHD, Nvidia 3070 minimum (4070 or higher recommended).
For UHD, Nvidia 4080 or higher recommended.
A gaming class PC with a minimum 4 cores, 8gb main memory.
Latest Nvidia graphics driver.
Support for AMD GPU's is planned, but not currently available.
What
Rayve is a single-header ANSI C API and DLL. The business model is commercial/proprietary/closed-source.
Rayve is positioned as a simple to understand, minimalistic, low-friction engine to facilitate and inspire
the fun of game development. Rayve has been in part-time development for 5 years, and now is in full-time
development.
Why
Rayve explores a new rendering approach for games. The current widely used rasterization method
is a hybrid 3D/2D approach from the 1970's with years of complex technology layers added. With the advent
of hardware ray tracing, a new option is available for simpler, fully 3D rendering.
When
Spring 2025.

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