I wanted to take a bit of time as we have not posted an announcement for some time and I want to fill everyone in on the state of the project. Josh is currently nearing completion with JDI, it is a major portion, pretty much "the" portion of the compiler we have all been waiting for to be finished. We have been doing a lot of organization inside ENIGMA's engine and moving things where they properly belong over the past few days. If you are having any issues or anything you should stay on a prior commit for a little while until we sort some of these huge glaring cluster f***s out. For instance TGMG and Polygonz designed the actions around hardcoding everything and making them not modular enough to be excluded from projects, we are currently working on readding them to the system that actually implement them.
The purpose of all this is to bring a few major systems into play, namely OGRE and provide underlying abstraction layers for other plugins and also namely physics extensions. One of ENIGMA's biggest opportunities over Game Maker is the level of abstraction and modularity provided by its engine. This means that objects can be implemented in any number of ways, for instance all of ENIGMA's underlying parts can be swapped out for a 3D oriented game engine vs a 2D one while maintaining that backwards compatibility and not having the systems get too intertwined.
I myself am currently working on a few major implementations for ENIGMA. Mainly I am looking to provide OGRE for a great alternative graphics system and Bullet Dynamics for 3D collision detection, physics simulation, and real time destruction capabilities. All of this is expected to be included in the default ENIGMA installation, as these extensions are expected to very lightweight mainly due to the level of abstraction provided by these API's. We will have updates soon enough