The Bork3D Game Engine uses the iPhone-standard POD model format. Native exporters exist for 3DSMax and Maya. Stand-alone exporters exist for Collada (DAE). If you don't have 3DSMax or Maya you can use Collada.
Yes. The engine has been tested compatible with iPhone / iOS SDK versions 2.0, 2.1, 2.2, 3.0, 3.1, 3.1.2, 3.1.3, 3.2 and 4.0.
Yes, the engine has been tested compatible with iPad. The example project that comes with the engine includes an iPad target.
No. There's about 200 lines of Obj-C wrapper code to interface with the OS but the rest is C++. (You could write your game code in Obj-C if you wanted too however).
The engine is pretty much all C++, but that doesn't necessarily mean your code has to be C++. You'll need to declare objects to interface with parts of the engine but you can write your code in C if that's what works for you.
No. The engine is completely C++, and by licensing it you obtain the right to all of the source code. There is no scripting language built-in, but you can certainly add one. Lua can be added with little effort.
Yes, definitely. Most game genres just require a different camera or user interface. The Bork3D Game Engine is pretty flexible, you can adapt it to do most anything you want.
To build the engine you need to meet the minimum system requirements for the iPhone SDK. See: http://www.apple.com/downloads/macosx/development_tools/iphonesdk.html
Yes. The sample project is a light-weight template that includes some minimal code demonstrating rendering objects, configuring physics and UI. The sample project can target iPhone OS 2.0, 2.1, 2.2, 2.2.1, or 3.x.
No. You can test code in the iPhone simulator without being a licensed iPhone developer.
If you license the engine under the "Indy" licensing terms, yes. See Logo Guidelines.
No. However the $49 "Indy" license is discounted $150 from the "Professional" license.
For the "Professional" license, yes. To discuss purchasing multiple licenses please contact licensing@bork3d.com.