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Sectors in 3d egines

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I know what are sectors in a 3d engine, but are they really necessary ? What makes them so useful, has it got anything to do with limiting the numbers of poly on screen ? Sectors can be very small, how should I limit myself regarding them ? Suppose you have a turning corridor, for the whole corridor ? For each "bend" which can be made into a rectangular poly ? WHO DO THEY THINK THEY''RE FOOLING : YOU ?
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Well, that depends what kind of engine / vis algo you want to use.

Sectors are often used to assist in the calculation of a possible visibility set, to check what the player can see.
This helps to calculate a reduced amount of polys the player sees.

Sectors can be determined wholly or in part by your level building process. They may also be assisted by level designers.

Somewhere between there is a trade off between sector size and file size / computation time.


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