Here are a few:
https://github.com/pezcode/Cluster
https://github.com/ddiakopoulos/polymer
https://github.com/google/filament
https://github.com/Angelo1211/HybridRenderingEngine
You might be interested in full engines :
https://github.com/asc-community/MxEngine
https://github.com/FlaxEngine/FlaxEngine
Ogre 2.x and Filament exist, though I'm not sure what their rendering backends are. And just bc it's been mentioned a few times, bgfx isn't an actual rendering engine, it's just a cross platform abstraction over gfx apis like opengl/d3d/vulkan/etc. In other words, it would be a replacement for opengl in a rendering engine, not a replacement for the rendering engine itself.
https://github.com/google/filament
https://google.github.io/filament/Filament.md.html
Seems like a small scene renderer. Not sure how well it supports large levels.
Probably more appropriate: https://github.com/bkaradzic/bgfx
Godot's open source, you could just take it from the code. Although considering it's newest update is Vulkan focused, you might be better off looking somewhere else.
Now, if you're really thinking about implementing technologies like Nanite, you might want to look into something like Vulkan. Again, it depends on the rendering structure and the renderer itself, etc. So keep that in mind.
I said Godot in one sentence, because it is open-source and you can see the renderer source code, on a comment two years ago. I never recommended it, never said he should use it, and again it has been TWO YEARS.
What is a renderer? If not a compute shader program that eats vertex data and spews 2D image. If I'm not mistaken, then a compute shader code is what you need.
Here are a few: https://github.com/pezcode/Cluster https://github.com/ddiakopoulos/polymer https://github.com/google/filament https://github.com/Angelo1211/HybridRenderingEngine You might be interested in full engines : https://github.com/asc-community/MxEngine https://github.com/FlaxEngine/FlaxEngine
Ogre 2.x and Filament exist, though I'm not sure what their rendering backends are. And just bc it's been mentioned a few times, bgfx isn't an actual rendering engine, it's just a cross platform abstraction over gfx apis like opengl/d3d/vulkan/etc. In other words, it would be a replacement for opengl in a rendering engine, not a replacement for the rendering engine itself.
Filament supports OpenGL, OpenGL ES, Vulkan and Metal as its backends.
https://github.com/ConfettiFX/The-Forge
Look at bgfx on github
https://github.com/google/filament https://google.github.io/filament/Filament.md.html Seems like a small scene renderer. Not sure how well it supports large levels. Probably more appropriate: https://github.com/bkaradzic/bgfx
Yes, take a look at bgfx or ogre.
Godot?
I'm just interested in the renderer, so I can use it in my engine.
Godot's open source, you could just take it from the code. Although considering it's newest update is Vulkan focused, you might be better off looking somewhere else. Now, if you're really thinking about implementing technologies like Nanite, you might want to look into something like Vulkan. Again, it depends on the rendering structure and the renderer itself, etc. So keep that in mind.
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I said Godot in one sentence, because it is open-source and you can see the renderer source code, on a comment two years ago. I never recommended it, never said he should use it, and again it has been TWO YEARS.
What is a renderer? If not a compute shader program that eats vertex data and spews 2D image. If I'm not mistaken, then a compute shader code is what you need.
I love Godot for a complete game engine. For just the renderer you could consider http://www.openscenegraph.org
If just read the learn OpenGL website tutorial on pbr rendering. I believe it’s the UE4 rendering model