I would just show something that I've developed for Ogre. It's a part of a game, and this could be considered like a very important part of this game: A voxel map. (a minecraft like world)
At the start, my idea was to create a simple map, nothing fancy, and I've followed a tutorial on how ones could create a voxel map with Ogre3D.
But, at this time, the code was everything but generic and flexible, and a lot of operations on the voxel map couldn't be done.
And I spent a lot of time creating something that I could use as I wish and that could be as generic as possible. (and this is my point of view, but I think the code has enough features for a finite voxel environment)
Now I think the code is quite good for a public "release" (the code, not the comments


Some screenshots of some tests of this voxel map

(technical notes: I use the deferred shading sample; there is no reflection, just transparency; sorry for the mouse pointer



and a link to a GIT repo for a demo: https://bitbucket.org/neam/cr-chunk_map/src (only tested on GNU/Linux, gcc 4.7.2, ogre 1.8.1. If you want to try it on windows, you must have a c++11 compiler)
What features make this code special:
- - The ability to change the material of some blocks (in the screenshots, there is the lava and the lights blocks that have a different material)
- The creation of hooks on some blocks type is possible (the different lights blocks in the screenshots), plus the information if the block is visible or not
- An A* implementation (even though it is not heavily optimised)
- Constant time access and modification of the map (but not to update its graphical representation)
- Really simple to use !!
- - The time to update the ManualObjects is really too slow, and as I add some new features, its complexity increase and thus the time to update the map...
- No shadows, no lights, no ambient occlusion. (nothing specialized for the voxels, but some features of Ogre3D could address those lacks)
- Finite (although big) environment only.
I am open for every suggestions, improvements and everything that could be constructive

I've released this code because, before creating my own voxel environment, I have searched for something that could fit my needs, and be usable with Ogre3D, but the only libs that I have found are
really too much for my simple needs or couldn't be used easily for what I wanted to do.
With this code, I've also released some classes/functions that could be really nice for beginners, and others that could simplify a lot some repetitive things.
So, feel free to use this code in your project

Keep also in mind that I am a third year IT student, and that I've discovered Ogre3D 6 months ago.
I hope this will be useful !!