The state of Rayne and its future

Written by Sidney Just, Jan 23, 2014 8:00 PM
  • Announcement,
  • Development
  • Long time no update from us, not because Rayne is dead, it's far from it, but because we were busy working on it. So in this blog post we are going to detail the current state of the engine as well as what the future brings.
    We've also updated the website a bit, added new screenshots to the showcase and updated the frontpage, so go check it out if you haven't already!

    Multithreading - A basic overview

    Written by Sidney Just, Nov 19, 2013 6:45 PM
  • Multithreading,
  • Tutorial
  • In this blogpost I want to talk about multithreading in games and game engines, with a special focus on Rayne. It will discuss why multithreading is needed in the first place, and the unique challenges that come with it, as well as how to solve or workaround them.

    Coordinate Systems and other abstract things

    Written by Nils Daumann, Oct 4, 2013 11:10 PM
  • Coordinate Systems,
  • Tutorial
  • The following is a writeup of my thoughts, experience and research. It may seem a bit messy and some things may be incomplete or wrong, so feel free to correct me if you know better. While this topic is, in theory, not that complicated, parts of it are quite hard to explain and information on some of the things I write about are really scattered all over the internet, which is the reason for this blogpost.

    Occluded Post Mortem

    Written by Sidney Just, Aug 29, 2013 5:50 PM
  • Occluded,
  • Oculus Rift,
  • Post Mortem
  • Exactly three weeks ago we announced Rayne and that we were going to use it to participate in the Oculus Rift VR jam. Today, we are happy to announce that we got our entry finished in time, and also squashed a hell of a lot of bugs in Rayne in the process. In this Post Mortem I want to talk about Occluded, our game, and also a bit about what we learned in regards to Rayne.
    TL;DR: Rayne isn't perfect yet, but it's on a very good way.

    This is Rayne

    Written by Sidney Just, Aug 5, 2013 10:00 PM
  • Announcement
  • Ever wanted to have an easy to use 3D game engine that works across platforms, is fast and doesn't stand in your way when you want to go out of the box? If you answered with yes, we may have something for you: Today we are proud to announce Rayne, a 3D game engine we've been working on over the past 8 months which is specifically targeted towards indie developers.