The Game of Life
The game of life (a well known cellular automoton) rendered with time as the third dimension.
Procedural Surfaces
ISO-Surfaces generated from combinations of 3D field primitives and modifiers (such as turbulence, noise and sine waves). The scene itself is scripted in LUA, and rendered with OpenGL. The surface generation does use an intermediate step of voxels, but retains the original field data for use in smoothing and calculating normals, which I think gives a much cleaner final result that the more traditional approaches.
Game Prototype
This was based on flying around inside a cave network generated using the above iso surfaces. The advantage is that every time you play you get a new world to play in. The disadvantage is that AI path finding was a bit of a nightmare. It is surprisingly difficult to get rid of texture stretch marks on a truly 3D procedural surface. I'm sure I can do it with shaders - this was done with three alpha blended textures projected along each axis.
Lightfeather
I'm playing with the lightfeather engine at the moment, which I rather like. I'm making a game with it very slowly, and so far have nothing more than a scripted terrain generator to show for it. Not very sophisticated. However, it is fun, and allows me to spend more time trying to be clever, and less time reinventing the wheel.
This is also my first attempt at shaders. The ripples in the following screenshot are environment mapped and move over time. The effect is really rather nice.






