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you know what's really fuckin cool

quake maps are defined by intersections of infinite planes, not vertices of polygonal geometry

this happens to be an incredibly natural and straight-forward way to generate all of optimal visual geometry, collision hulls and visibility information in a BSP tree.

it's a damn shame this industry has moved away from this sort of thing because it's impressively powerful for how simple it is

@shaderphantom this is actually how some of the very first hardware-accelerated graphics computers, like the pixelplane, worked

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