# Angelo1211/HybridRenderingEngine

Clustered Forward/Deferred renderer with Physically Based Shading, Image Based Lighting and a whole lot of OpenGL.

Repository: https://github.com/Angelo1211/HybridRenderingEngine
Canonical: https://ross.abutalabs.com/products/hybridrenderingengine
Language: C++
License: MIT
License Family: permissive
Topics: rendering-engine, 3d-graphics, prototype, opengl, physically-based-rendering, graphics-programming, sdl2, c-plus-plus, graphics, shaders, learning, rendering-pipeline, cpp, clustering-algorithm, image-based-lighting, forward-plus-shading, deferred-shading, compute-shaders, triangles
Last push: 2022-05-29T09:03:55+00:00

## Health v2 (maintenance only)
Score: 23/100 (v2, computed 2026-09-02T17:46:02.011165+00:00)
- activity 0, release rhythm 8, longevity 100
- inputs: {"age_days": 2919, "days_push": 1557, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: none
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1577, forks 133 (observed 2026-08-28T04:05:06.118557+00:00)

## What it is
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 It was built as a learning and experimentation framework for modern GPU rendering techniques and is no longer maintained.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
- artifact type: application
- maturity: abandoned
- function: graphics, simulation
- domain: graphics, developer-tools, tutorials
- platform: windows, cpp, cross-platform
- tags: opengl, clustered-shading, deferred-shading, forward-plus, physically-based-rendering, image-based-lighting, compute-shaders, sdl2, learning-project, real-time-rendering, game-development

## Member repositories
- Angelo1211/HybridRenderingEngine (main) score 23

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:05:06.118557+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T03:57:00.349197+00:00, confidence not recorded.
  - readme: https://github.com/Angelo1211/HybridRenderingEngine (fetched 2026-08-28T04:05:06.118557+00:00, sha b388da269623)
- Data as of 2026-08-30T08:39:29.467469+00:00.
