Angelo1211/HybridRenderingEngine
Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL. observed · 2026-08-28
Health v2 · maintenance only
23/100
- Activity 0
- Release rhythm 8
- Longevity 100
How is this computed?
round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10) — computed 2026-09-02. Adoption (stars, forks) is never an input.
- gap_med: n/a
- age_days: 2919
- days_rel: n/a
- days_push: 1557
- n_releases_24m: 0
Adoption not part of the score
1577 stars · 133 forks observed · 2026-08-28
What it is AI-extracted, prompt v1, taxonomy v1, 2026-08-30, confidence not recorded
HRE is a real-time 3D rendering engine written in C++ with OpenGL that implements hybrid clustered forward/deferred shading with physically based rendering and image-based lighting. It was built as a learning and experimentation framework for modern GPU rendering techniques and is no longer maintained.
Use cases
- learn how clustered forward/deferred shading works
- study a real implementation of physically based rendering in OpenGL
- explore compute shader-based light culling
- see how image-based lighting is implemented in a real-time engine
- use as a reference for building a custom rendering pipeline
- understand the techniques behind DOOM 2016-style clustered shading
When to choose
- you want to study or learn modern real-time rendering techniques from a working codebase
- you need a reference implementation of clustered shading or PBR in OpenGL
- you are a graphics programming student looking for an educational project
When to avoid
- you need a production-ready or actively maintained rendering engine
- you need cross-platform support beyond Windows
- you want a high-level engine with asset pipelines, editors, or tooling
- you need Vulkan, DirectX 12, or modern graphics API features
Facets
application · maturity abandoned
graphics simulation graphics developer-tools tutorials windows cpp cross-platform opengl clustered-shading deferred-shading forward-plus physically-based-rendering image-based-lighting compute-shaders sdl2 learning-project real-time-rendering game-development
1 source
- readme: https://github.com/Angelo1211/HybridRenderingEngine · fetched 2026-08-28 · b388da269623
Member repositories
| Repository | Role | Health v2 |
|---|---|---|
| Angelo1211/HybridRenderingEngine | main | 23 |
For agents
markdown · JSON · MCP: product_card(name="Angelo1211/HybridRenderingEngine")
Data as of 2026-08-30T08:39:29.467469+00:00 · Report a problem