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)

One of the level for AI testing (single point light)

Render test (all materials are PBR, random point lights)

New GUI skin

Sponza scene after corrected some lighting (differrent from the video), 3 directional lights

New feature to render transparent objects with/without normal map (this version is released yesterday)

Sponza scene with transparency support

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

Physically based rendering test

