We didn’t use BSP trees for Crash 1-3; instead we pre-rendered frames of the game on our SGI workstations and recovered the sort order from the (software) Z buffer. Then we stored the sorted list of polygons, using differential compression between key frames to reduce the space required. It was a total brute force hack.
What I think you’re seeing in Warped is what we did with Crash 1 and 2 as well: I had to sort the foreground object polygons into the pre-sorted background polygons. That was modified bucket sorting, but there were manually tuned adjustments to make it work and stable between frames.
What I think you’re seeing in Warped is what we did with Crash 1 and 2 as well: I had to sort the foreground object polygons into the pre-sorted background polygons. That was modified bucket sorting, but there were manually tuned adjustments to make it work and stable between frames.