Decided to make a thread in the end to avoid clogging the "What are you working on" thread.
This engine is the culmination of over 2 years of work, which started about a year after I began learning C++. It's primarily a realtime rendering engine, but also has a physics engine (TrueAxis) and audio engine (FMOD). The rendering is done under DirectX9. A few basic notes: it's a deferred renderer and I've spent a lot of time making my SSAO implementation robust and fast (currently <2ms for most views).
Rough list of visual features
Deferred lighting; SSAO; vertex skinning; smd, obj, 3ds, mesh loaders; cascaded shadow maps; multiple shadow filters: none, poisson, pcf, vsm; light probes; quad tree terrain; procedural clouds; many material shaders for surfaces like fabric and metal; level editor; terrain editor; dynamic water with 3d deformation; temporal anti aliasing; atmopsheric scattering; point light shadows
HDR with Uncharted 2 tone mapping; bloom; depth of field with optional bokeh; god rays
Happy to answer any questions.