BSP extraction

Over the past while I’ve made a lot of progress reversing Halo’s BSP. Now that I can extract the information, I just need to write the algorithms to work with it. As I’ve mentioned previously, one goal is determining target visibility by checking if any polygon in the BSP intersects the ray between your player and the target. To do this, I’ll find the smallest possible node of the BSP that contains but does not divide the two points. Every leaf under this node will contain potential ray-intersecting polygons.

Here’s what I learned about Halo’s BSPs:


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