For people working on their own engines, on GameDev.Net it is common to point to this article: Write Games, Not Engines.

There are *so* *many* *engines* being developed each day, all in 3D and with some cool features, but very few seem to become an actual game and most fade away once the author gets bored.

This project seems rather promising, but when are we going to see actual game coming out of it? This same question would apply to "nxPascal" thread that is currently active.

I'm not trying to discourage you, but I think it will be more productive for the community to have some great 3D games that show off the potential of Pascal, and for you to have a good portfolio of actually finished games, which may even generate some revenue. Developing an engine is a learning experience, but it's counter-productive learning experience, since developing a game implies much more than working on its engine (which, according to Pareto principle would take only 20% of time and effort than the rest of the game).

The problem is that once the "yet another cool game engine" is finished and you decide to make a game out of it, you may find it unsuitable for that purpose, because characteristics of uber-cool 3D game engine do not correspond to the functional and/or non-functional requirements of the game spec. This is why, it is highly recommended, to work on actual game rather than engine.