This document discusses techniques for optimizing 3D game engines, including binary space partitioning (BSP) trees, potential visibility sets (PVS), lightmapping, and collision detection. It introduces BSP tree generation by recursively splitting polygons into positive and negative sets. PVS are pre-computed to determine which sectors and portals are potentially visible to accelerate rendering. Lightmapping calculates light intensities in each sector using radiosity with PVS to limit calculations. Collision detection uses the BSP tree for fast queries. The document also briefly mentions Fake III, a game engine that utilizes these techniques.