I have been reading, researching, and then reading some more. But, for the life of me, I can not seem to get a clear-cut answer to the following question: Which visibility system will allow front-to-back traversal the fastest and at the same time be useful for both hardware and software implementations? I have looked mainly into Octrees, Portals, and BSP-trees. I have heard a little about KD-trees ... but the articles are sparse.
The scene will be static ... nothing will need to be changed during the game ( other than the 3D sprites and the player ). Also, every level will map into a perfect cube.
I am planning on using a C-Buffer for Occlusion culling ( thus the need for front-to-back traversal ). So, while in software, I have a pretty damn fast method, then in hardware I can just say screw it, and throw the polygons at the card. Seem reasonable?
My brain is overloaded with information right now ... so, if anybody has some thoughts/ideas/whatever that might help, I'd appreciate it if you'd share.