The Virtual Rendering System is a computer graphics software library for constructing interactive 3D applications. It provides a large collection of 3D rendering components which facilitate implementing 3D graphics applications and experimenting with 3D graphics and imaging algorithms. It is implemented as a C++ library. Applications can incorporate VRS as C++ library based on the C++ API. In addition, it provides a complete Tcl/Tk binding of the C++ API, called iVRS.
Minimal OpenGL Utility Library (MOGUL) is a library similar to GLUT, only with fewer features. It lets you write window-system-independent OpenGL programs with even fewer lines of code than GLUT. It currently supports X11 and Win32. Examples are included in the distribution. It is intended to be easy to learn and simple to use.
Vis/Space is a client-server system for visually exploring data structures in 3D virtual space. It allows the placement of various data sources in a three-dimensional environment. Custom search terms can be entered into a query field, or can be navigated to and from an existing object. All objects like images and "text screens" can be moved around. A single click on an image shows the full-resolution version in the foreground. Whole collections of images can be moved. A click to the cube also toggles among several different possible layouts. Data sources include search engines, microblogging, Wikipedia, image/video search, and 4chan.
In p, a bunch of particles interact with each other according to this simple rule: every particle moves towards, away, or watches other particles. When the program starts, each particle chooses a random color, position, and the particles with which it will interact. As the program runs, some particles join together to form a train and journey together thereafter. Some orbit each other. Some collapse into each other. Some form swarms that split and join. One cannot predict when or where or how many of these behaviors will emerge, but they usually do.
zstar (z*) Networked 3D project is an extensible, distributed system for 3D application and game development, consisting of an abstract game client (similar in concept to the one that xpilot uses) and a game server to which players connect to play games against other players or alone. This framework should be suitable for FPS, VR, MUDs, or any application that requires 3D and networking. The Win32 version currently only runs under Cygwin.
Reindeer is a C library for the rendering of virtual scenes, mainly in three dimensions. The library dynamically loads backend modules to do the rendering. Currently there is only a backend for OpenGL, but ideas for future backends are a raytracer and perhaps Direct3D. Any number of rendering contexts can live at the same time. Contexts are tied to a backend, and backends are automatically loaded and unloaded on demand. Resources are defined globally and can be used by any number of contexts at the same time, even in different backends. The main goal is to make it easier for developers to write applications that have many rendering contexts with shared resources and automatic state management. Another advantage is that the user can choose in which way a scene should be rendered without recompiling the application. For example, a scene could be rendered with a rasterizer like OpenGL at one point, and with a raytracer at another. Reindeer can also be used to get portable graphics output. Reindeer is not a scene-graph library or a game engine, but it can be used to implement them. It's still up to the application to create and manage the native contexts that the Reindeer backends can work on. For example, an application would still need to use GLX or equivalent to be able to use the OpenGL backend. The Reindeer project also provides a package called GTK-Reindeer that makes this easier for developers of GTK+ applications.
fsv, the 3D File System Visualizer, allows you to view a collection of directories and files as three-dimensional geometry. It represents all or part of a filesystem as a collection of blocks of varying sizes, each labeled with a filename, and arranged in a manner consistent with the original directory structure. fsv can visualize any arbitrarily large collection of files, limited only by memory and hardware constraints. Program features include an integrated 2D interface, intelligent camera handling, and extensive use of animation. fsv requires OpenGL.