Lately I was playing with raymarching and 3d-fractals. I came up with the method to optimize raymarching and implemented it in Urho. I also added volumetric light scattering for point and spot lights. Taking from this demo: blog.mmacklin.com/2010/05/29/in-scattering-demo/ and using some ugly hackery to make it work with finite attenuation lights (it uses inverse square fore light attenuation ).
Requires modern GPU.
Screenshots and download:
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