Geos is an experiment in game engine design. I talk to game engineers all day at work, and eventually I felt the need to get a better understanding what some of the real issues are in designing and maintaining a game engine. So, way back in 2006, I sat down and got started.
At the same time, I wanted to try my own rendering and game state ideas, and maybe even implement a decent platform for launching game prototypes quickly. So, I decided to go all out, and Geos, the never-finished engine in progress, is the result.
Unfortunately it hasn't had much attention lately, as work demands my time, and I've also started an android engine on the side. Plus, it turns out writing good game engines is actually pretty hard. Crazy.
As of right now, here's the run-down:
Geos actually has a dedicated site here and the start of its scripting reference docs can be found here.
Or check out some lame videos, like Rocket Quest.