I integrated BSP into my 3d engine including the ability to load Quake 3 map files. Entire Quake 3 maps could be rendered complete with built-in textures and light maps. Frustum and occlusion culling were performed on the BSP to greatly reduce the poly-count per frame. My engine also supported ray casting on a per-face then per-poly basis while using the BSP to perform in-order search based on distance.
This video demos the Ray-Tracing. The engine casts a ray forward from the camera into the world and places the small, purple ball wherever that ray strikes the environment.
Here are several more examples of my engine running:







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