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.
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.