A very busy January. The transition from 2D to 3D, especially when you don't have a lot of 3D math experience, is a painful one. Nevertheless, it brings so much satisfaction from it!
A lot of research went to 3D modeling, rendering, transformations, file formats, etc. To learn the most I can, I decided to use my own file format, so I had to write an exporter for Blender, which is a very good editor, once you learn how its interface works (and, to be honest, it's a very strange one).

"Yes, I have learned Python fast. It's a bit strange (blocks are defined by TABs, just like makefiles), but I liked it."
The most complex part was planning a format and a data structure easy to implement, but at the same time easy to extend, adding new capabilities. That's because, right now, I won't need skeletal animations and other fancy things. The end result was both very elegant data format and structure, easy to understand even by inexperienced programmers, and with the possibility to have any type of information aggregated. And no, it's not XML.
Right now I'm finishing the model rendering part of the graphics library, with the texture mapping still as a work in progress.

I have updated the links section with some sites about independent games, too. Check it out.