Ken Silvermans code was written when he was 16, as was his 3d engine (or before that age).
3DRealms found his engine, and bought it/employed him - thats when Duke3D was made (the Build engine, ie Kenneth's Build Engine).
Duke3D was voxeless, even though the engine allowed it (aswell as heaps of other stuff)
They they made Shadow Warrior, and Monolith made Blood. Both these games used voxels.
when i was in the team for duke3d v2 (eduke, the project with matt saettler who was the programmer on blood or shadow warrior - or both, i forgot, check his website) they re-added voxels to the duke3d game.
Also, Ken's code allows for a conversion that generates from a multi-sided sprite into a voxel model (takes slices out of a cube from different angles).
His code is lots of fun to play with - however you (atleast use to) need the watcom compiler and usually used the dos4gw expander. I think there is a free watcom c around somewhere now, and ken may still have the code on his website for the entire build engine.
As for delta force - i think the voxels were only used for the grass (strands of grass) and maybe for some of the towers in the air, and when a weapon was on the ground, the rest was polys.
As for a voxel, it doesnt have to be a cube
http://members.optushome.com.au/jlferry/download/
its any volume. its like when you do FEA, its a voxel, an infinetly small volume, but it can be any shape - cubes and balls are the easiest to render and represent, and in most cases a cube or pyramid is the fastest, but you COULD render thousands of tiny volks wagon beetles, where each car represents a point in space.
http folderthe ball in that image was around 1000000 voxels or something. - i forgot.
basically a sphere with a diameter of about 128 pixels - could have been bigger, i forgot, maybe 256. the data was stored in a 3d link list (oh, the build engine is a great example of a 2d linked list, including the voxels).
In that screenshot, its running at around 30 (top left - and i forgot what the third line/scale was for - it was timing something) - 6 colourd lights (non directional) in textured mode. was on a geforce 2 on a 1.6ghz amd i think.
If you can get it to work I'm rather happy - I'm sitting at work and it won't run :)
If you can run it, the right hand side is to turn on lights and change colours of it etc, the 4 small square icons are for the rendering mode, spherical, cubic, textured cubic or point voxels.
It's about 3 computers and 6 hard drives ago (2002), so i MIGHT be able to find the source code, but I'm not willing to.
//edit - used ubb code instead of html