   I've completed my engine, where can I advertise it...
  hi everybodyI've been working on my engine, called PowerX for more than 5 years, and currently it is the first and only Iranian Engine which is extensively being used for games and simulations, it's based on DX 9 and also supports GL. I'm always working on PowerX to give it more abilities, like supporting Linux, .NET, and even game consoles. What are your suggestions for advertising it in the international market;thanks in advancewww.galaxyroad.comPowerX   
  Well, e-mail Khawk or Myopic Rhino and they might give you a plug on the front page.Since when do people who come to the lounge actually finish things? [looksaround]Oh, and you might want to point out where we can actually find the engine or something more about it. Your website is kinda written in Iranian gibberish.   ;  thanks for your help, OK galaxyroad is currently only in persian, but I'm trying hard to have an english version available too; every one can help me; and now some point regarding PowerX, currently most of the games and simulations in developed in Iran are using PowerX, of course it still has a long way to go; soon I'll have an special site for the news concerning PowerX.here is a short feature list of PowerX:PowerX features:-Full object-oriented design, COM-based architecture-Based on Microsoft DirectX 9.0c-Applicable as dll, lib, ActiveX, plug-in-Save/Load system, level design, demo generation-Automatic detection of end-user system capabilities-Full supporting for client/server networking, LAN, dial-up connections, online gaming, virtual environment (cyber), messaging system, UTP & TCP, DirectPlay and WinSocket-Full custom level editor, pre-design of game layout, creating & displaying scripts-Support for online rendering in client/server and render state machine mode-Support for vast range of static & animation mesh (x, mdl, obj, md2, md3, pov, ase…), with skin, skeletal and matrix animation-Full custom 3d format (TAG), with eye-catching features and support for variety of animation modes, texturing techniques and physical calculations, with full custom converter-Support for a wide range of animation modes, including but not limited to key framing, skeletal, morph, skin, vertex blending and pallet animation-Great support for all kind of lights and cameras (point lights, projection lights, directional lights, sun systems, ambient lighting, ray light, volumetric and colour lights…), also features for simulating all kinds of natural and artificial lights using vertex & pixel shaders-Image filters such as anisotropy, anti-aliasing, custom filters for improving image quality in far-away distances-Full support for vertex shaders, pixel shaders, light shaders and texture shaders using assembly code, HLSL, CG, GLSL, RenderMonkey, RenderMan, also a full custom shader authoring language with custom syntax & format for creating stunning effects that can be achieved only by using shading techniques-Different render modes such as stereo rendering, ray tracing, ray casting, and also multiple rendering-Full support for patches and higher order primitives-Support for displaying all kinds of fonts (including Farsi) with diverse range of special effects (3d text, outlined text, glowing text, underlined text…)-Built-in support for different AI algorithms such as path finding, decision-making, finite state machines and controlling NPCs-Smart clipping of images and objects, volumetric clipping, stencil clipping-Motion blur (scene & object blur) and view depth (focusing) support-Efficient management of memory & resources, advanced debugging features, support for managed mode-Comprehensive documentations together with tens of examples & demos-Full support for physical and natural behaviours such as collision detection, force, energy, impulse, gravity, friction, motion, hinge joint, IK, vehicle physics, rigid body physics, terrain physics-Object oriented & agent oriented scene management, built-in control for characters-Exceptional culling support using PVS, octree, frustum culling, bsp, portal, and other hybrid methods for providing the fastest output possible-Support for all kinds of static & movable shadows (shadow volume, soft shadow, light shadow, shadow mapping, z-buffer shadow), light maps & environment mapping  (cube & sphere)-Wide range of particle systems (snow, rain, fire, explosion, smoke, exhaust, fireworks…), with fully controllable parameters, realistic simulation of all the natural phenomenon using shaders-Support for creating & controlling natural phenomenon such as different atmospheric states, lightning, clouds (mesh, plane, fog…), sky (box, dome, cylindrical…), light glow, object hallow-Support for special atmospheric effects such as fog (vertex & table, height fog, polygon fog…), refractions & reflections, fresnel lighting, billboard rendering-Miscellaneous special effects (water drop, water surface, wave, water depth, wind, storm, cloth, flag, rope, spring…)-Support for different kind of mathematical objects including lines, points, surfaces, NURBs, Splines, Beziers…-Full support for full-screen & window applications with custom resolution & colour depth, support for virtually infinite number of viewports in a single monitor-Support for multiple monitors-Support for vast range of display surfaces including but not limited to flat, curved, spherical, circular, cylindrical, dome, and splitters, compatible with all kind of projectors such as LCDs, TFTs & video blenders for seamless blending of images-Advanced features for working with textures (techniques such as multi texturing, emboss, bump mapping, glowing texture, shadow texture….)-Render-to-texture & off-screen rendering support-Support for cutting edge technologies such as LOD, mipmap & progressive mesh for providing smoother output-Providing multiple techniques for creating terrains (flow equation, random terrain, heightmaps and shaders) with the fastest output possible using optimization techniques such as quadtrees and partitioning hybrid-Full custom user interface including the most wanted windows GUI components (menu, buttons, toolbar, dialog box, edit boxes, combos…) with full custom cursors-Features for saving/loading all kinds of static & streaming medias (avi, wmv, mpeg, mov, dat…), displaying them off-screen, or even as textures for 3d objects using DirectShow, DirectMedia, custom & built-in media filters-Support for AR technology (Augmented Reality) with built-in registration features-Sound & music features (support for different kind of audio formats), full 3d audio, support for natural phenomenon such as Doppler, echo, pan, stereo sound, multi-channel sound, Dolby surround & multi-band sound-Providing the user with all necessary information (including FPS rate, number of vertices & polygons, average number of overwriting…), features for taking screen shots, and capturing video in realtime mode (for replay purposes…)-Features for scripting in custom environment, import/export features for script codes from/to common game scripting languages (such as python, LUA)-Exporting application output to custom file for performance evaluation & error tracking, debugging, and intelligent management of user feedbacks-Full support for all currently available input/output devices such as force feedback, gamepad, flight yokes, joysticks, compatible with upcoming devices-Displaying different image formats with custom (and even extremely large) sizes in transparent, translucent, alpha-blended & colour key mode-Optimized interact with Windows IO system for preventing problems caused by hot keys (Ctrl-Alt-Del, WinLogo, Shift, Alt-Tab)-Providing custom & automatic install/uninstall program-Support for resource files, packed files & encrypted files-Support for ActionMapping technologies for taking advantage of latest game devices-Support for custom FOVs (single views, multi views, wide views, spherical views…)-every one ideas concerning PowerX is nicely appreciated;PowerX is our national 3d engine.;  Wow. That's pretty long list of features. Did you write engine all by yourself?   ;  Yes that is very impressive, keep up the good work, I hope to be able to see the engine somehow, sometime soon :)   ;  well done! :)   ;  Sounds really impressive.. what sort of licencing are you doing with this engine?Will it just be for commercial products and people who can fork out the money for it, or will there also be a cheap/free freeware licence? So they only pay if they make money off it.Obviously after lots of hard work, it's probably going to be just commercial and I imagine you're a commercial entity anyway.Sorry if the answer is implied elsewhere, but either way, good luck!Edit: Oh! 3d Engines List You might want to add it to that site   ;  Hmm... any screenshots?   ;  thanks for your answers, I'm really working hard to improve it, and I reall need help to have better works, soon I'll have s site for PowerX and all the news will be available there, every idea for improving this product would be highly appreciated, currently most of the applications developed by PowerX are simulations, but a few games are being developed also. Licensing is another problem, at the moment it is only commercial, but I'd like to have it free one day; is there any place I can find suggestions about licensing...   ;  You should get some screenshots, maybe some playable demos, or even video demos so you can better advertise your engine. I can't wait to see what it looks like.   