P156: Phoenix Engine Update 10: Optimisation (Part 10)
I spent some time thinking of some new ideas to increase efficiency in the engine. I found some ways that I could cull some geometry from the scene by using simple algorithms to determine which geometry is being rendered, and which isn’t.
Since the game that I am currently using this engine to produce is based around a grid structure, I could use these algorithms to cull geometry from grid squares that were not currently rendering, without having to perform complex calculations on a per-pixel or even a per-object basis.
This logic is however quite crude, and quite slow compared to a more complex culling routine, and therefore the performance improvements granted are relatively modest. I will need to revisit culling and optimisation later.
