actually....if you (or anyone) really want to help with algorithms, it would be possible to start modifying the OpenSceneGraph renderer to make use of CHC++ without access to any of the Torque engine code. That would be a significant undertaking, but CHC++ example source code is available
here, and the paper describing it is
here.
OSG can be downloaded from
here and an intro to programming with OSG is
here, including important concepts like StateSets, NodeVisitors, and (I think) multiparented nodes.
This is probably the only one of the 3 potentially significant undertakings before the overhauled engine is ready that can be done without access to the TGE code. It is also worth mentioning that I suspect this algorithm will go a long way towards cutting the poly-count down, as far as stud/tube primitives are concerned. I *think* because the stud/tube geometry is stored in a separate node from the brick outline, they should be treated as occluded by the bounding volume of the brick above them, and that because this information will tend to be static, the algorithm's exploitation of temporal coherency should allow it to cache that information and save on both occlusion queries and a huge number of polygons. I may email the authors of the paper to double check that a bounding volume
within a larger bounding volume will be treated as occluded by the larger.
[edit]
Also, this is an exam/project week, so progress between now and next saturday will be sporadic, but I'll try and schedule time in as I think I can manage.