Bigloo is an implementation of the Scheme programming language. It relies on an optimizing compiler from Scheme to C. Bigloo enables connections between Scheme code and C code. It proposes many extensions to Scheme such as a regular parser compiler, an lalr parser compiler, pattern matching, an object layer, etc.
Chicken is a Scheme compiler that translates most of R5RS Scheme into relatively portable C. It supports fully general tail-call recursion, first-class continuations, and has a very flexible and efficient interface to C and C++. Chicken implements several extensions to the Scheme language: lightweight threads, pattern matching macros, dynamic loading of compiled code, and various object-oriented paradigms, such as TinyCLOS, and others. The library system includes hundreds of convenient modules for practical use.
Thousand Parsec is a turn-based space empire building game, as well as a framework for creating a similar group of games, which are often called 4X games (eXplore, eXpand, eXploit, and eXterminate). Some examples of games from which Thousand Parsec draws ideas are Reach for the Stars, Stars!, VGA Planets, Master of Orion, and Galactic Civilizations. Unlike commercial alternatives, it is designed for long games supporting universes as large as your computer can handle. It allows a high degree of player customization, and features a flexible technology system where new technologies may be introduced mid-game.
Roadsend PHP produces optimized stand alone applications, libraries, and Web applications from standard PHP source code. The compiler produces native machine code, not PHP byte code, so no interpreter is required. It is a new implementation of the PHP language and runtime environment compatible with Zend PHP. It does not share any code with the original PHP implementation.
jMax is a visual programming environment for building interactive real-time musical and multimedia applications by allowing the user to interactively design dataflow circuits. The basic data types that can go through are integers, symbols, lists, etc. It is an event-driven system and has been used for MIDI processing. A second part of the system (DSP) allows a continuous signal to flow through a circuit, which is most useful for PCM sound (ie. microphone, sound files, etc.). The system is extensible by using shared libraries, you may add data processor types, data types, GUI elements, device types, and more. Data processors may also be designed as circuits and reused.
STklos is a free Scheme System conforming to R5RS. The implementation is based on an ad-hoc Virtual Machine. It can also be compiled as a library, so that one can easily embed it in an application. Its features include an efficient and powerful object system based on CLOS, a simple-to-use module system, implementation of the full tower of numbers defined in R5RS, and easy connection to the GTK+ toolkit. STklos is the successor of STk, a Scheme interpreter tightly connected to the Tk toolkit.
Meep is a free finite-difference time-domain (FDTD) simulation software package to model electromagnetic systems. It supports distributed-memory parallel simulations, nonlinear, anisotropic, and dispersive media, PML absorbing boundaries, and 1D/2D/3D and cylindrical problems. It is completely scriptable from either C++ or a Scheme (GNU Guile) interface.
eINIT is an alternative init system. It's quite fast, since it can potentially be used without the help of any scripting at all, but it is still flexible and extremely modular. The focus is on speed and parallelisation, mostly with embedded devices and low-downtime servers in mind, and benchmarks do suggest that it's doing a fairly good job at that. It compiles cleanly (and should thus work, provided someone writes appropriate modules) on Linux, FreeBSD, and Darwin/Mac OS X.
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.