| 2009-05-04 | New optimizations |
Among the new implementations in the new version will be introduced optimizations to improved the game performances.
Two technics will ba added to Daídalos.
Currently in Daídalos, drawing the environment can be summarized with this schema:

This system is far from perfect because the whole environment is drawn, even the parts that are not visible.
Viewing Frustum Culling:
This technic can be explained very easily: There is no need to draw what is not visible on screen.
At first it seems easy and it is, in real life... In computer science it's however not really easy to implement.
In Daídalos, a cone of vision represent what the player can see. If an object is not in this cone, there is not need to compute it.

Occlusion Culling:
This technic is a little more easier to understand. The idea behind it is as follow: if an object is fully hided by a visible object, it's not visible to the player. It's also a principle that is easy to understand, but hard to implement in computer science.
If we combine this technic with the previous one, we can determine what is not visible to the player because it's outside the view or hided by another object:

Here new objects are not drawn because they are hided by the north wall.
Without optimizations the whole environment is drawn, wich represents 39 blocks. With the two previous optimizations, the number of drawn blocks is 9, wich represents a reduction of almost 80% for the same visible result.
It's not the only new implementation for the new version of Daídalos, so other news will arrive soon ^^.