Nah - that was not very efficient. It used to slice a single Mesh Level into several Cluster-Parts and therefore drasticly increased the surface-count and additionally added a lot of triangles (doubled intersecting parts). Not a good idea IMHO. It would be better to work with a Level Builder that stores each Quad as a Child (=Surface), so it could be hidden effectively without the need for Slicing. But even then the Level must be made of LEGAL GEOMETRY, which is limiting the Level Editor pretty much.
Personally I think the best way is to use a low camera range. If you look at my latest demo, Secret Of Manes: the camerarange is set to max. 50. I designed the Level in a way that the player will never see a longer distance than 50. I think this works perfectly for FPS Geometry. Even in the early Quake days, it was a design note, not to make wide range rooms.
I suggest: Let's add VIS Occlusion later, when the game engine actually works. Let us nail this Bot AI thingy now.
Personally I think the best way is to use a low camera range. If you look at my latest demo, Secret Of Manes: the camerarange is set to max. 50. I designed the Level in a way that the player will never see a longer distance than 50. I think this works perfectly for FPS Geometry. Even in the early Quake days, it was a design note, not to make wide range rooms.
I suggest: Let's add VIS Occlusion later, when the game engine actually works. Let us nail this Bot AI thingy now.