miniDB is a small and fast isam/btree library/program for record based access, used as standalone or as client/server. It features a small footprint, multi-field indexes, autoincrement fields, and database logging. All data is kept in a pure ASCII file, so you can also use grep and awk on it.
mimetic is a MIME library written in C++ designed to be easy to use and integrate but yet fast and efficient. It's standard compliant using the Standard Template Library for base C++ structures and supporting all relevant messaging RFCs. A powerful template encoding/decoding engine is also included to allow seamless extendibility (i.e. encryption codecs) and intuitive codec chains creation (using well-known Unix-style pipes syntax: a|b|c). Real world examples, documentation, and regression tests are included.
Thread Safe Template Library (TSTL) is a C++ library that provides thread-safe containers with high grade of locking. It includes classes for multimaps based on a B-tree and a hash table. It also includes classes for a queue, a priority queue, a pipe, an alloccache, a timercache, a limitcache without global locking, and a fast shared mutual exclusion locker (also known as "rwlock" or "wmrg"). It's useful for writing multi-threaded applications, network services, and operating system components with high requirements for interactivity level.
runawk is a small wrapper for the AWK interpreter that helps one write standalone AWK scripts. Its main feature is to provide a module/library system for AWK which is somewhat similar to Perl's "use" command. It also allows one to select a preferred AWK interpreter and to set up the environment for AWK scripts. Dozens of ready for use [modules].awk are also provided.
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.