| Submitted by , posted on 02 November 2002 |

Image Description, by I'm an OpenGL enthusiast from the Netherlands who got frustrated working with 2D heightfields. I decided to try a different approach to terrain rendering and use voxels instead. This way you can create basically any kind of shape you want and the terrains are also completely deformable. There are up to four levels of detail and triangle strips are automatically generated.
I named the project 'iehovah', after a scene from Indiana Jones and the Last Crusade. I also decided to create a library instead of an engine so that anyone can create his own engine with iehovah. The project is still under development. There are no libs or source-code available for download yet. But you can find a demo and info here: www.iehovah.com
Here are some of the main features:

> - Collision detection, no matter how complex the terrain
> - Static Levels of Detail in the x, y and z direction
> - Automatic and fast generation of triangle strips and use of display lists
> - Frustum culling using an octree-based hierarchy
> - Occlusion culling using the GL_HP_occusion_test extension
> - Dynamic regeneration of the terrain allowing (near) real-time manipulation of geometry
> - 40+ easy to use functions in a familiar OpenGL style
> - Use of 1bpp voxel volumes along with 35+ easy to use methods to load, save and edit the 3D pixel volumes
> - Automatic texture coordinate generation with the choice from face-, planar- and cube-projection and 1D or 3D texturing.
> - Option to use both directional and positional simulated lighting instead of OpenGL lighting for faster rendering
> - Numerous options for applying vertex coloring, including 1D, 2D, 3D coloring and cube-coloring
> - Options for simple blending of vertex colors by combining multiple color layers
> - Choice of how to set smoothing by vertices and/or normals
> - Displacement mapping using random or custom 2D or 3D textures
> - Creation of random 2D and 3D fractals from the choice of four different algorithms
> - Option to save the terrain not only as a compressed pixel volume but also as a pre-generated iehovah terrain or a 3DS file.
> - Option for clipping any part of terrain through the use of a clip-volume

Peter Venis

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