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Submitted by , posted on 02 November 2002
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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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