Ahoy, I've written a first version of a mobile game engine in C++ -- currently only has support for 2D, getting to 3D soon. It currently runs on iOS and Android and I'm going to add support for Bada and WebOS soon. Also runs a game as a native application on Windows, Mac and Linux. It is still a raw version tho. Basically -- I'm thinking of licensing out this tech for a fair price. It would allow developers to develop high quality games for all mobile platforms without having to deal with porting of their games, while at the same time keeping the possibility of programming in C++. The money I'd make from this would mainly be used to pay for future mobile games I'm developing. I'd like to get some feedback from the developers and game companies on this board as to what key functionalities you'd like to see, which libraries you want embedded by default and how much you would consider paying for a license. Overview of the current functionalities that I've implemented so far (V1) - Runs on iOS and Android, Bada and WebOS added soon. - Uses OpenGL Es 1.1; also going to add a 2.0 renderpath before first release. - Resolution independant rendering - Allows you to pack your game resources into an archive - Gamestate management - Sprite handling with all the transformations - Smart pointers, some basic math libs - 2D collision detection - Touch handling; input is sent to the game on a per frame basis Todo (V1) - Font rendering (Almost done) - Implement use of texture atlasses - Add a physics library (Box2D, Chipmunk) - Add a scripting language (Lua?) - Add a networking library (RakNet?) - Perhaps a particle system A license would come with full support of course. I'll also be looking for some beta testers in the future, so should you be interested -- throw me an email at firstname.lastname@example.org.