Well there is none but I thought I might write down some info about what I'm developing.
Well basically all my free time is spent creating the Fallen Engine which is a 2D library. The basic idea behind the design of the engine is modularity and extendibility. This basically means that if i want to change which renderer im using i won't have to change any game code.
How is this done in my engine?
Basically I have a static module class which has the various functions of the module. This static class calls the respective functions for an interface of the module. (module --- interface --- interface implementation).
Basic shape drawing (lines and quads)
Texture quad rendering
Sprites and sprite management
Four different blend modes (Alpha, Dark, Light, Solid)
Support for various transformations (scale and rotation) (handle offset - i.e. rotation about the center of a local quad can be done)
Currently supports various formats using the freeimage library
Resource management (you can load resources into a global resource pool - this helps to get rid of globals and is also very helpful)
Module messaging system (the modules can handle messages which are sent to them)
System input module (lets you get user input)
-- I'll put up a more exciting video as soon as its possible.