Alright. So now in more detail....
Source code and data filesYou guys can get the source for this engine from the repository. I included a few data files, which so far are all text, so that should be fine, but I would like to be able to exchange data files more comfortably. I wonder if I can just edit the first post to add and remove attachments so that it's not accumulated, but just changed. Anyway, I'll try to find an optimal way to exchange this.
Getting the binariesIf you're going to be checking updates and modifying the source code, you can get FreeBasic and it'll be super simple. If you need me to pass the binaries, I can quickly get you the GNU/Linux 64bit executable, but for other platforms, it's pretty inconvenient for me to compile it. I have Wine on a portable computer and I have to pull it out, turn it on, copy the source to it, then compile it and then pass the binaries back. I could install Wine here, but it's like having two OSs running together all the time. I'd prefer to avoid it. But just let me know and I'll see what I can do.
Current statusIf you've tried the previous engine and now you test this one, it will at first appear to you that I'm moving backwards

But behind the scenes, this engine is superior. I haven't yet turned on the sky and ground, but that's easy to do and I'm more concerned on other things. There's a config file where you can load a materials file, then several OBJ files that can make use of the materials in the first file. After that, you can place these objects anywhere on the map. With the arrows, plus A, S, D, W and PgUp/PgDn, you can move freely in the map. CTRL+D toggles debug information and [ and ] will change the distance-to-screen. Everything is in meters. The engine uses a coordinate system just like the one in Blender, with Z going vertically. I like it because it looks nice with the right-hand rule and makes more sense for an engine in which Z has phisically a different meaning from that of the other two dimensions. Visibility can be changed by modifying the source. It's set at 1200 meters.
Creating objectsYou can use Blender to create object files. Going to File->Export will do the trick. Blender, by default, uses the same coordinate system and also works in meters. But! I found that, at least the newest version of Blender, swaps Y and Z when saving OBJ files. This makes sense because other software will frequently use Z for depth, but I dislike that coordinate system as, to follow the right hand rule, you're forced to have Z grow towards the camera or otherwise Y grow down. Because of the swap in Blender, I decided to make my source code swap the coordinates back. In other words, work on your model as if the coordinates were exactly as shown in Blender. If your object appears rotated, though, let me know or check the LoadObj routine.
MaterialsWhen you export an object in Blender, it will create two files: an OBJ file and a MTL file. You can load many OBJ files and many MTL files in the configuration, but it makes more sense to only load one material library. As you create materials in Blender, you're allowed to rename them. The name you give them will be passed to both the MTL and OBJ file. You could just append MTL files to one another to make one large material library. If you want to reuse a material you used for another object, just give it a similar colour while working in Blender, but make sure to assign it the same material name. When you load the OBJ file, the material will be loaded from the original MTL. Sounds confusing? Just play around or ask me. I'll be making a new simpler format for this purpose soon.
BugsI'm having a problem since the previous engine (although now I understand part of it and before, I understood nothing). Even though the triangle clipping routine works, I get strange artifacts when triangles cross the camera plane. I am not totally sure if the problem ocurrs when the cross the zero plane or just the screen plane. I suspect the first. You'll see some glitches when this happens.
While the clipping routine does look OK and you can see how it works when you move the clipping distance forward, this clipping distance gives the impression of not being in proportion with the distance-to-screen. Could this be just an illusion? No idea. But despite this, it is clear that rendering works better with the clipping routine active.
Some non-bugs are rather things to be done. Like, rotation can easily be optimised by creating a fixed matrix for each rendering iteration and then applying the same matrix to every object instead of repeating the calculation. Layers are not being taken into account, nor is pseudotransparency, like in Stunts, but that can be activated very easily. Same goes for the horizon.