a component system that will provide extensibility and re-usability both inside and between applications, while being portable across platforms (and languages) and having the lowest possible overhead (both in machine resources and programming effort).
a library of C++ classes which lets you do Lisp programming within your C++ program even without any additional preprocessing, without all those calling conventions etc. No macros have ever been used by InteLib (except those for conditional compile directives). (With a very funny licensing lol)
Distributed Multiplatform Framework. Component based programming framework, using various repositories. The samples are implemented either in console or wxWidgets
programming interface and resource management system for scalable OpenGL applications. Can run unmodified on any visualization system, from a singlepipe workstation to large scale graphics clusters and multi-GPU workstations.
a 2D graphics library, support for multiple output devices. (output targets include the X Window System, Win32, image buffers, PostScript, PDF, and SVG file output. Experimental backends OpenGL (through glitz), Quartz, and XCB.
a real-time terrain rendering system supports asynchronous paging, dynamic terrain, and much more. It compiles under Irix, Linux, MacOS X and Windows (VC++ and cygwin).
includes sound effects, music, a complete 3D engine, font rendering, a simple Windowing library, a game scripting language, a GUI, networking, 3D math library and a collection of handy utility functions.
C++ libraries for advanced machine and robot control, supporting 4 C++ libraries: the Real-Time Toolkit, the Kinematics and Dynamics Library, the Bayesian Filtering Library and the Orocos Component Library.
a C++ Web development framework (not CMS). It differs from most of other Web development frameworks like Python Django, Java Servlets, or C++ Wt because it is designed and tuned to handle extremely high loads, and it is aimed at development of Web sites rather then "GUI-like" Web applications.