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Frame postprocessing in Brahma Engine explained

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Here I’m talking about my implementation of vertical look perpective correction, screen tilting and associated realtime postprocessing effects fully done in software paletted mode. The setting is “Raw Meat“ level from Duke Nukem 3D ( converted to my engine’s format), enhanced with some heightmaps, reflective water, and voxel sprites from the EDuke32 Community Voxel Pack.

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