Engine Name: kjAPI
Engine URL:
http://www.kjapi.com/---
I have spent quite some time using both the kjAPI and Truevision 3D engines. Both of which work quite well and are easy to program within. kjAPI has the following features, many of which I have seen in the Truevision Beta engine

I have yet to be able to use the Truevision Beta, so all I have to go off of is the current engine when compairing the two :?
* Multi platform design (Win32, XBOX, linux(soon))
* Few external dependencies (zlib and fmod only)
* File system (Standard, Compressed (read/write), user defined...)
* Fast data loading from files
* Inputs (Keyboard, Mouse, Joystick)(DirectInput, Win32, XBOX)
* Maths (Vector, Matrices, Quaternions, Planes, Sphere, AABB...)
* Types (Arrays, Linked Lists, Hybrid HashTable, Stack, String templates...)
* Debug tools (Error management, Logs, Console, Asserts...)
* Timers (Accurate timers, Hierarchical profiler...)
* Resources manager abstraction
* Properties set abstraction
kjGraphics
headline
* Renderer abstraction (OpenGL, DirectX 8.1(XBOX), DirectX 9)
* Full screen or windowed display (easy integration with MFC, GTK, WIN32...)
* Vertex / Pixel Shaders support (for all renderers)
* Fixed pipeline used as a special pixel shader asm
* Fast immediate mode available for all renderers
* Hardware geometry occlusion
* Image loading, saving and manipulation (JPEG, BMP, TGA, DDS format)
* Textures
_ 2D, 3D, Cube map, render targets,
_ software and hardware mipmap generation,
_ DXTC support...
* Geometry wrapper
_ low level to high level access of geometry
_ multi material meshes,
_ skinning,
_ morphing,
_ customizable materials...
* Picking system
* Hierarchical graph management
* Powerful animation system (key framed, physics ruled, procedural, customizable...)
* Camera management (customizable, RTS style...)
* Bitmaped font rendering (texture or mesh rendering)
kjFX
headline
* Multi pass rendering
_ 3 levels of quality vs speed (Standard, Bump Mapped, Offset Bump Mapped)
_ Real time and static lighting support
_ Stencil shadows with attenuation (Carmack reverse and common technique)
_ Future support for shading LOD (level of detail)
* Particles system
* Post rendering effects
kjAudio
headline
* Sound manager using FMOD
kjPhysics
headline
* In-house stable and fast physics engine
* Physical World management for faster run time execution
* Rigid and Soft bodies (Ropes, Cloth, Rag dolls(coming soon)...)
* Colliders (Box, Sphere, Cylinder, Capsule, Plane, Heightmap...)
* Easy integration with animation system
kjNature
headline
* Terrain rendering
* Optimized Trees and Forest rendering
* Grass rendering
* Sky rendering (real time true colored)
kjWorld
headline
* Entity management
* Scene management
_ Grid scenes
_ Portals scenes
kjAI
headline
* Agent navigation
* Emotion engine
* scripting systems wrapper
_ LUA base scripting system
_ in-house scripting language (Work in progress)
kjNetwork
headline
* TCP/IP client / server
* UDP(Work in progress)
Tools
headline
* 3DS studio MAX exporter
_ 3dsmax 4,5 and 6 support
_ Hierarchy (Meshes, Lights, Dummies...)
_ Nodes animations,
_ Static geometry,
_ Morphed geometry,
_ Skinned geometry,
_ Materials,
_ User defined params,
_ Integrated in-engine preview
* Model Editor
_ Visualization
_ Object attributes tweaking
_ Material and shader edit
_ Animation parameters edit
* Scene editor
_ Terrain editing and painting
_ Entities editing
_ Indoor & Outdoor support
* Ease to develop tools (MFC, WIN32, GTK, Qt ...)