SuperTux is a side-scrolling platform game. The hero in this game is Tux the Penguin, the game's only reference to Linux. On the journey to rescue Penny, who has been kidnapped by evil Nolok, Tux faces 23 different kinds of bad guys while jumping and running through 101 beautifully-drawn levels. The soundtrack is available on last.fm and similar sites.
audio convert is a script that converts between WAV, Ogg, MP3, MPC, FLAC, APE, AAC, and WMA files. It has an easy-to-use interface that makes it possible to fill in the tags for a few formats, copy the tags from input files into the new files, and choose the quality of compression. The script was initially designed for the Nautilus file browser and can be easily installed into Nautilus by using the installer provided with the script. You can then right-click on files and choose "audio-convert" from the "scripts" menu. The script is also known to work on rox or directly from a shell.
vdbmaster is a simple program to ease the process of burning movies to a DVD. It uses growisofs to write the disc, and the VideoDB database for selecting the movies to write and keeping records of where your movies are stored. Once the DVD has been written, vdbmaster updates the movies in VideoDB with the name of the disc where they have been burnt. Then, it asks whether you want to remove the original files from your hard drive. It correctly handles movies spanning more than one file, as well subtitle files, as long as the movie filename (without the extension) is the same. The code is clean, small, and easily customizable.
yodl implements a pre-document language and tools to process it. It lets you write a single document, then use a tool (e.g., yodl2html) to convert it to some final document language (HTML, man, LaTeX, etc.). Yodl's document language is easy to use and to expand. Predefined converters are available from Yodl to HTML, LaTeX, groff (manpages), text, and (experimentally) XML, but new converters can be added easily.
VCG ShadeVis computes a simple, static (but much more correct) per-vertex ambient term. This effect, commonly known as ambient occlusion, is aimed at providing more faithful shading for realtime rendering. In practice, rather than considering the ambient lighting to exist uniformly throughout a scene, this approach determines the ambient brightness of each part of a surface to be proportional to the extent to which the surface has "its outward view of its environment" free (i.e., "occluded") by other surfaces of the object. The most common technique to compute ambient occlusion is based on shooting rays from each surface element to evaluate the quantity of light that reaches it. VCG Shadevis uses OpenGL to accelerate this process by simply rendering the scene orthographically from a set of uniformly-distributed directions and checking against the zbuffer whether each vertex is occluded.