Anyway, I've been working on a little graphics system to get my project up and running on top of SlimDX. Here's some screenies:
Graphics Test
Points
Lines
Grid (without back-color)
Grid (with back-color)
I basically have texture management, a primitive renderer (that handles points, lines, grids, planes, and textured-quads at the moment; might add circles, not sure), and the renderer batches by primitive type and whether or not a texture is involved (no sorting is involved at this stage. I simply store vertices up to a certain amount or until the primitive type/texture change.)
On the 'game' side of development, I implemented a fairly decent console using LuaInterface. Reflection has made scripting and implementing a console hundreds of times easier.
The console/engine system runs in a similar fashion to Oblivion's; you click on an object to get it's script name and then you can change any script-accessible parameter through the console.
For scripting, I'm using a "dual class" approach. For instance, I have Game and LuaGame; Game is what the engine interacts with and it holds an instance of LuaGame. LuaGame pretty much just forwards to Game. This way I don't have to worry about accidentally giving scripts access to something I don't want to.
I really need to head to bed; I have to work tonight. More tomorrow night or the following morning.