Welcome on the Daídalos project's official website
2009-05-04New 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 ^^.

Latest news

2011-02-25 - 2011.02.25 build release 2011-02-14 - 2011.02.14 build release
2011-02-11 - First release of the Alph... 2010-12-09 - New video
2010-11-20 - Opening of the forum 2010-11-19 - Project's progress
2010-09-26 - New technical video 2010-09-09 - Fist technical video
2010-09-02 - A new beginning 2010-03-15 - Screenshot of the first i...
2010-02-06 - 64Bits version available 2009-12-16 - Alpha 0.85 version release
2009-12-14 - New video 2009-10-28 - Alpha 0.8 version release
2009-10-24 - The end is near... 2009-10-12 - News and screenshots
2009-08-30 - Screenshots of the projec... 2009-07-20 - New version available
2009-07-12 - Illustration of the Occlu... 2009-07-10 - Performances comparison 0...
2009-06-25 - The fair of the particles 2009-05-04 - New optimizations
2009-03-10 - New version of Daí... 2009-03-07 - New screenshots for a new...
2009-02-19 - The project is out 2009-02-17 - Weapon handling - Second ...
2009-02-09 - Performances comparison 0... 2009-02-03 - New video
2009-01-27 - Weapon handling - First part 2009-01-06 - Back-face Culling
2008-11-12 - The project is out 2008-10-30 - New screenshots
2008-11-01 - Delay in the release date 2008-09-14 - Alpha demo 0.102
2008-09-13 - Release of the alpha version 2008-09-07 - New video
2008-09-04 - Alpha demo 2008-08-30 - The anisotropic filter
2008-08-29 - Additions and updates 2008-08-26 - New objects
2008-08-24 - Mouse handling 2008-08-23 - New screenshots
2008-08-21 - New objects 2008-08-20 - The gamma level
2008-08-19 - Antialiasing 2008-08-19 - Collisions - Part 2
2008-08-13 - The joys of the fog 2008-08-09 - First weapon!
2008-08-07 - The pillars 2008-08-06 - Collisions
2008-08-03 - Let there be light! 2008-08-01 - Level handling
2008-07-31 - First visual 2008-07-24 - Project presentation

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