you know what's really fuckin cool
quake maps are defined by intersections of infinite planes, not vertices of polygonal geometry
@shaderphantom this is actually how some of the very first hardware-accelerated graphics computers, like the pixelplane, worked
@shaderphantom well, roughly
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.