Here are a few shots of the my latest engine. My goal is to develop a compact, flexible engine so I can easily develop (small) games and demos. At the moment, I am focusing on the new shader-based renderer (hence the interesting artwork). A few highlights:
per-pixel diffuse & specular lighting
dynamic lights and stencil volume shadows
fake-HDR (bloom, glare/glow and afterimage filters)
Later on, I plan to add atmospheric light scattering for even more realism. Realism is good :).
The engine uses a hierarchical scenegraph coupled to a dynamic octree for fast spatial queries. Most of the non-graphics functionality is derived from middleware (Tokamak for physics/collisions, FMOD for sound, Lua for scripting).