Brahma is a 3D game engine with a rather retrofuturistic design, intended for small studios and solo developers. It's being written from scratch in C++ using standard Windows API and no third-party libraries. This technology introduces an entirely new class of low-latency real-time engines that make special timing requirements, treating frames as video fields with a target time budget of 2-4 ms each, down from 16-33 ms frame budgets normally seen in game engines. It evolves in a different way than other modern engines, rejecting conventional BSP, Z-buffer, floating-point coordinates, and most of the lame screen-space effects in favor of innovative and efficient techniques. The engine is non-Euclidean capable to some degree; also it supports true displacement mapping for sectors as a means to virtualize geometry that affects collisions. The engine is also carefully designed to be easy and convenient to develop for, yet versatile and adaptive to any needs.
Just wrote an importer of STL format for my engine. I'll have to add a vertex join routine to complete it though, since the classic STL format is essentially a list of triangles stored as three isolated vertices.
As Brahma Engine is meant to be useful in additive manufacturing and other industrial applications, an extensive support for CAD-specific formats is crucial for its adoption as a real tool one can make things with, not just an entertainment framework.