Qubesoft
Q Engine is the result of a decade-long development process carried out by DirectX alumni Servan Keondjian and Doug Rabson following their departure from Microsoft. Setting up Qubesoft in North London, they decided to create a from-the-ground-up piece of middleware with particular attention placed on the flexibility of the technology.
To that extent, Q is built as a cross-platform extensible plug-in framework that enables you to customize and add game-specific technologies as you see fit, without modifying existing source code. Features include a texture manager capable of handling large amounts of data, n-dimensional animation blending and data streaming.
The engine also links into the real-time QStudio editing system that lets you run custom plug-ins live while you are developing and testing your game.
It's still an early stage for Q, although it is being used internally by Qubesoft as well as by a number of smaller game developers and virtual world builders.
Ongoing work includes broader integration with other middleware providers, improved debugging for massively multi-threaded script applications, enhanced animation tools and an expanded library of ready-to-use shaders.
Q 2.0
Features: Arbitrary scene rendering algorithms, programmable shaders; background data streaming, texture manager; cross-platform data format; n-dimensional animation blending; background work queue; integrated QStudio development environment
Platforms: Linux, Mac, PC, PlayStation 3, Wii
Integration with Other Technologies: Visual Studio 2008
Cost: An annual support fee plus shipping fee per SKU
Released Games Include: Earthsim (Earthsim), LEGO Digital Designer (Qube)
Games in Development Include: Near (Near)
www.qubesoft.com

Qube's LEGO Digital Designer
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On a related note, I'm pleased to find that there's more support for Linux than I previously thought. I'll have to look at a couple of them closer.
> It's safe to say Epic's Unreal Engine 3 is the current,
> de facto industry standard middleware
It's safe to say that it's currently the most popular 3rd party engine for AAA current-gen titles. That's not really the same thing as being a de facto industry standard. You wouldn't say the Ford Focus is the de facto standard for UK cars, just because it has the largest market share. By definition a de facto standard has to be so completely ubiquitous that anything other than it seems odd - that's not Unreal 3's status.
Like: Unity, Unigine, StemCell, NeoAxis, Quest3D.
And much more, there are Game Engines very good and the prices is more low.
Shouldn't this article be called "List of expensive commercial engines" ?
Why not the Nebula engine?
Or ... well.... the list is long: http://en.wikipedia.org/wiki/List_of_game_engines
Game engines have come a long way in the last few years and the commercial engines that had the market to themselves need to realise that they face competition and need to restructure thier licensing. the engine with the best tools and licensing will make a lot of money.