Last week we completed a new BSP tree implementation for the Cafu World Editor
CaWE: The new BSP tree is orthogonal, meaning that it only uses axis-aligned
planes for its split planes, so that it can be build, updated and traversed
The new tree is used for accelerating the 3D rendering, that is, culling the
map elements against the camera view frustum quickly and for sorting them
front-to-back or back-to-front (for translucent surfaces).
In the future, the new BSP tree implementation can be used for other purposes
as well, such as accelerating ray traces through the world.
For development and debugging, we've also added some code to CaWE that
optionally visualizes the BSP tree split planes graphically. Here are some
screenshots from the TechDemo map: