ERDesignerNG is a Java-based entity relationship design and database modeling tool. It has a powerful WYSIWYG interface for physical database design, supports 2D and 3D database modeling, browsing, and design, handles tables, relations, indexes, and comments, supports a central repository for all models (Model Repository), supports subject areas, supports domains, supports MySQL, Oracle, Microsoft SQLServer, PostgreSQL, and H2, creates the SQL DDL statements for schema creation, has an integrated schema version control system, can generate schema migration scripts for every change, stores the database definition as XML files for further processing, can export the database schema as GIF, BMP, JPEG, or SVG files, has an integrated reverse engineering module for existing schemas, has a build in schema compare feature, can generate schema documentation as PDF, HTML, RTF, and other formats, and supports schema conversion between different dialects.
Cube Trains is a puzzle game where you build elevated railways in a city. It features 3D puzzles, unlimited undo/redo, and smart placement of pieces. The non-linear level graph means you don't have to beat a level before unlocking the next one. The game comes with a built-in level editor, so you can build and share your own corners of the city.
GLOBE_3D is a real-time 3D engine. It features unconditionally portable sources (one set of sources for all platforms), real-time rendering (fast with a 3D hardware-accelerated graphics card), full eye movements and rotations, display of combinations of colors, materials, and textures, transparency, multiple area rendering with the portal technique (e.g. for inner scenes), collision detection, binary space partition (BSP), input-output of 3D objects or groups of objects linked to each other by portals, easy management of resources like textures (.bmp and .tga), BSP trees, and objects stored in .zip files, screenshots (.bmp) and video captures (.avi), multi-view support, and vectorized geometry support.
OSG composer was designed to unleash the potential of OSG developers and users. It facilitates the creation of simple to complex 3D scenes, which combine geometries from different sources. It lets you add models from different sources, place them visually using the draggers, use advanced Snap tools, add 3D text to your scene, add texture coordinates to the models, duplicate and create instances of geometries in the scene, automatically pack your scenes with all its textures in a zip file so you can share it with other users, and fix problematic models and bring them back to life.
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.