Picogen is a program to create, design, and render artificial 3D terrain scenes. It is currently not very nice to non-programming-end-users, as the heightmap definition is a program with a LISP-like syntax. It aims to be similar to the Terragen program and provide a free and unrestricted alternative to it.
The GTO format's primary usage is storage of static geometric data. The types of data you might find in a GTO file are things like polygonal meshes, various types of subdivision surfaces, NURBS or UBS surfaces, coordinate systems, hierarchies of objects, material bindings, and even images. It is used by film, video, and game production companies to streamline the modeling, animation, rendering, and 3-D paint processes. The distribution includes source code for a RenderMan Procedural plug-in, four Maya plug-ins, a Houdini plug-in, a number of command line tools, a Wavefront .obj parser, and two Python modules for reading, writing, and editing GTO files.
Seg3D is a volume editing and processing tool that combines a flexible manual segmentation interface with powerful higher-dimensional image processing and segmentation algorithms from the Insight Toolkit. DICOM, VFF, META, NRRD, and many other volume formats are supported. Users can explore and label image volumes using configurable, orthogonal slice view windows and 3D volume rendering.
Fluxus is a graphical live coding environment for Scheme. Fluxus reads live audio or OSC network messages which can be used as a source of animation data for real-time performances or installations. Keyboard or mouse input can also be read for simple game development, and a physics engine is included for realtime simulations of rigid body dynamics. The built in scheme code editor runs on top of the renderer, which means you can edit the scripts while they are running.
The Nebula Device is a free multiplatform game engine currently running under Linux and Windows. It uses OpenGL and/or Direct3D for rendering and Tcl/Tk for scripting. Living C++ objects can be browsed and manipulated at runtime from the builtin console, or remotedly from a minimal terminal based console app. A powerful channel animation system allows any floating point attribute to be animated, and specialized animator classes allow things like realtime bone animation with weighted vertex skin.