Here is the video of an in-house engine that I've developed for 6 months using Irrlicht 1.8.4 and other open-source libraries.
https://www.youtube.com/watch?v=oA3DSrPInag
Images are clipped by the forum, open in a new window to see in full size:
First cube rendered (physically based rendering - PBR)
![Image](https://i.imgur.com/gP8PUmI.png)
One of the level for AI testing (single point light)
![Image](https://i.imgur.com/bxDCUxR.png)
Render test (all materials are PBR, random point lights)
![Image](https://i.imgur.com/lOU4PgZ.png)
New GUI skin
![Image](https://i.imgur.com/OkK3Mr4.png)
Sponza scene after corrected some lighting (differrent from the video), 3 directional lights
![Image](https://i.imgur.com/3fezNS4.jpg)
New feature to render transparent objects with/without normal map (this version is released yesterday)
![Image](https://i.imgur.com/sWMFQIN.png)
Sponza scene with transparency support
![Image](https://i.imgur.com/dp67j6X.jpg)
Development:
- Irrlicht itself is not modified at all, but compiled with 8 material textures support enabled
- UI is done with CEGUI
- I write custom deferred renderer using Irrlicht as back-end
- Still don't have reflection due to lack of cubemap support, could someone help me to understand Screen Space Reflection using ray marching?
- May study XEffects to implement shadow for this engine
- Will probably modify Irrlicht for more performance
- Open-source? Maybe, but not soon for sure, I have to finish my first game, demo scenes can be released if I make some
Jan 15th 2018
One more random point lights scene
![Image](https://i.imgur.com/a7RyRsX.jpg)
Physically based rendering test
![Image](https://i.imgur.com/EMMfFr8.jpg)
![Image](https://i.imgur.com/yiyeV4a.jpg)