I am currently working (when I have free/spare time at home) on my
terrain rendering engine named "MantisGL" (why "MantisGL"? Dunno, "GL" is there to denote
the usage of OpenGL, as for "Mantis", well, no reason...
).
My engine is being developed under Windows XP (Professional Edition) running on a 1.7Ghz
Intel Pentium 4 PC with 128MB RAM plugged with a 32MB GeForce2 MX video card...
.
I am using MS Visual C++ 6.0 for my IDE and Intel C++ 6.0 Compiler as my, well, compiler!
UPDATE (5.30.2004): Redevelopment of MantisGL is halted again. I'll
get back to this again when I have time (if I have it again, that is
).
UPDATE (5.09.2004): It is summer and school is out and so I
have some free time to work on MantisGL. However, as I've abandoned this
hobby project for well over a year, going back to the code, I've seen
some conventions I've used that I no longer like (maybe I'm a bit wiser
now, I dunno
). Anyway, I rewrote the
whole thing from scratch
. Rewriting started
last April 25, 2004. Some new screenshots are down there on what it can
currently do so far.
. Other stuffs such as
HUD and sky hasn't been reimplemented yet though 
[5.09.2004] Changes since the version a year ago:
- Uses SDL 1.2.7 instead of Win32 API.
- Support for TrueType fonts (TTF).
- Quake 2 (MD2) model loading + keyframe animation support.
- Automatic terrain generation support.
- Procedurally generated textures for terrain.
- Compresses textures before copying texture to video RAM.
ABOUT MantisGL
(so far)

Started on May 09, 2002

Reimplemented 100% from scratch on April 25, 2004

Written in 100% pure C

Uses OpenGL 1.3 and SDL 1.2.7

S3TC texture compression (if EXT_texture_compression_s3tc is supported)

Multitextured terrain (w/blending as fallback)

Terrain heightmapping implementation

Skybox that resizes depending on the
size of terrain
(not yet reimplemented)

Volumetric fog support
(not yet reimplemented)

Static HUD (Heads-Up Display)
(not yet reimplemented)

Camera designed for first-person-view
(not yet reimplemented)

Textured text rendering (using
GLFont)
(not yet reimplemented)

Ogg Vorbis music file support (using
SDL Mixer)
(not yet reimplemented)

Quadtree polygon culling
(not yet reimplemented)
WHAT IS CURRENTLY BEING DONE

Intelligent memory handling of MD2 models (Almost Done).
Reimplementation of skybox.
OTHER PLANS FOR MantisGL
(in no particular order)

Dynamic Level-Of-Detail (either CLOD or
distance-based quadtree LOD)
Other Model loading (probably .md3, or MilkShape3D
format)
Animated sky (I'll probably switch to skydomes)
Particles (to add rain, snow, hail, etc.)
Dynamic Lighting (lightmapping maybe?)
Terrain object selection (NO idea on this one yet)
Dynamic HUD (Heads-Up-Display)
MantisGL Terrain Editor
LATEST SCREENSHOTS
(click to enlarge)


