Is there anyone reading this who either has experience with, or knows of someone who has experience with, writing your own renderer for godot? The project creation dialogue lets you choose between three renderers, implying I could create a fourth.
Haven't tried it myself yet, but people who do console ports have had to write their own versions for Sony/Nintendo libraries. I'd be curious to see how this goes for you.
Why wouldn't it be? There's usually a clear enough separation that can be bridged with generic fuction calls at little to no penalty. And any engine that supports multiple graphics libraries already sort of has to keep that separation clean.
All the engines I've worked on had that linking static, but there's really no reason it can't be dynamic. DX12/GNM/Vulkan are a typical pack I've had to work with, and each would typically have effectively its own renderer around it. With much shared code, sure, but still linked as a library.
1. "In principle, you can replace the graphics component in an OSS game engine", is a different question from "has godot architected their graphics to support 3rd parties doing this in easily?"
2. I agree this is often the case. However, I'm asking for people with specific knowledge of Godot