PhysicsFS is a library to provide abstract access to various archives. It is intended for use in video games, and the design was somewhat inspired by Quake 3's file subsystem. The programmer defines a "write directory" on the physical filesystem. No file writing done through the PhysicsFS API can leave that write directory, for security. For example, an embedded scripting language cannot write outside of this path if it uses PhysFS for all of its I/O, which means that untrusted scripts can run more safely.
If that doesn't make sense, I'll explain it this way: with PhysFS, any filesystem access your application has is likely going to be reasonably safer with write-access limited to the directory you specify. In addition to that, you can also access archives, such as ZIP (e.g., PK3 and PK4), Quake 1 PAK files, WAD files, 7zip files, and a few others.
If you've ever worked with the Quake 3 engine, you're probably already familiar with this idea. Personally, I love this sort of system, and think it's a great thing to use. I've written a couple of these myself, but honestly none of them ever reached the level of quality I've seen in PhysicsFS.
If you don't know who this is for, it can pretty much be used by anyone who accesses files in their software. Provided you don't need or want to access files outside of your game's directory (if you do, I'm never downloading your game.. scary) and you want an easy way to add support for archives (they're great for patching game code, by the way), then you can probably make use of this.
At the moment, only the raw API is provided, so you'll want to refer to the documentation on their site (can get there from the link below the download). I'll be working on a wrapper module, but that's going to take some time. In the meantime, you can mess with this.
Also, it should be 100% cross-platform. Can't guarantee it, but the code is there.
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Anyway, if you don't know whether or not to use it, you can always head over to their site.