

The word room can be used as a loose substitute to aid understanding, though one room in the game world can consist of many sectors, and parallaxed skies can give the illusion of being outdoors. Hence, all walls are perfectly vertical-anything appearing otherwise is technically a sloped floor or ceiling. Sectors are the building blocks of a level's layout, consisting of a two-dimensional polygonal outline when viewed from above, with the top and bottom faces of the sector given separate altitudes to create a three-dimensional space.

Floors and ceilings can hinge along one of the sector's walls, resulting in a slope. Playing the game shows that some floors can be lower and some can be higher the same is true with ceilings (in relation to each other). The Build Engine is generally considered to be a 2.5D engine since the basic world geometry is two-dimensional with an added height component, allowing each sector to have a different ceiling height and floor height. Like the Doom engine, the Build Engine represents its world on a two-dimensional grid using closed 2D shapes called sectors, and uses simple flat objects called sprites to populate the world geometry with objects. Build Engine is a first-person shooter engine created by Ken Silverman, author of Ken's Labyrinth, for 3D Realms.
