This blog has been without a clear theme, so I will use it for a while to document my 3D engine's progress. Aether3D is my first OpenGL based engine and I'm using it as a platform to learn OpenGL and engine development in general. I use C++ and SDL to implement it, but also did a Java version which has less functionality.
The engine is object oriented and contains the following classes (along others): Camera, Mesh, Object, Engine, Vector and Light. The engine uses a scene graph to handle scene's hierarchy. Objects can have many meshes and each mesh can have its own texture and material. Supported object file formats are .3ds, .x, .raw and .obj (WIP).
Things I plan to implement include shader support and shader programs, collision detection, shadows and multitexturing.
More info coming in the near future.