: Binary space partitioning in the portal rendering for Marathon Unity.
: Use binary space partitioning for every polygon that is a node and each
: sector is a BSP tree.
: This would have point in polyhedron continue to the next node if true and
: quit if the player is not in the polyhedron.
: A true false thing for the binary space partition tree.
: Instead of lists and for loops, use the BSP trees nodes to do everything.
: The BSP design gimmick could work.
I've noticed that 5D-space is a collection of normal spaces and because BSP works great in normal spaces, it would be a separate tree for every sector or sector and adjacent sectors.
Aleph One has partition lines that use adjacency between a line segment of two polygons.
A BSP tree where the root node is the line between the two polygons?
A BSP tree for every line?