The Brahma engine can easily use its frame buffer as a texture, since its internal buffers are mapped to special slots reserved for that purpose. Some postprocessing, chaotic fluctuations of timing and instant feedback in accordance with user inputs results in a rapid succession of fractal patterns that feel kind of both analog and digital. No content other than a color palette is required to produce these visuals. The palette limitations can be exploited to produce colors which were not present in the input stream. Lots of flashing lights appear here! The test scene uses a floor mirror reflection hacked on top of an environment map, where another environment map is reflected. Everything is rendered using 256 paletted colors with a set of corresponding blend tables, and at 120 frames per second. The capture was done in 1080p60 format with field sequence averaging. The frame buffer content is also sent to the audio mixer at several different speeds to generate glitchy sounds.
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