A "light" engine that lacks many features one would typically be expected to provide for the project they are referring to as an engine.
I have innovated in the rendering engine space by allowing myself to call this an engine for one simple reason -- it has a player controller.
Wireframes? Yes!
Textures? Yes!
Collision? Yes!
Lighting? No...
Why? Blinn-phong is kind of boring. OpenGL doesn't actually deal with many constructs besides vertex buffers. It's not like I tell OpenGL to make a point light or something. This is mostly shader logic.
It can render models and you can move around. You can collide with boxes. The potential is limitless: