Comment by NortySpock

5 years ago

Thanks, really clear explanation, and thanks for taking the time to answer such a basic question. :)

It’s not a basic question at all. If you look at the most innovative games of that era, they all found some way to not resort to O(N^2) polygon sorting. A bit before Crash came out ID Software showed that spatial data structures like BSP trees could help a lot; we were influenced by that.