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CSG collision and visibility in 2017

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I'm looking for a broad phase algorithm for brush-based worlds. I also need an algorithm for determining which areas of said world are visible from the view frustum. The Id tech engines in the 90's used BSP's for broad phase collision and PVS for visibility. Doom 3 in 2004 kept BSP's for collision but switched to portals for visibility. Its now 2017. I'm wonder what approach should be taken today?

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