Hello all.

For the past couple of days I have been implementing a series of
particle animations and through it, learned a lot about how to make a
pyglet program achieve a nice speed.

However, today I decided to port my code over to HTML5's canvas tag
and see what would happen. I wasnt entirely certain that it would be
*that* great since to get 60FPS in pyglet I had do some work in C. to
my surprise, Canvas ran faster than pyglet. in pyglet I had to have
2500 particles to get 60fps, however in Canvas  I could scale it up to
7500 particles and get a solid and fluid 60FPS.

I did a lot of work in pyglet making it scale that high.

I know that one of my main things slowing down pyglet was calculating
new coordinates, but after I implemented that in C, it took a mere .
001 seconds to calculate the new coordinates of ALL the points. So the
main slow down is now Rabbyt drawing the points (and Rabbyt is about
5x faster than Pyglet's sprites in this instance).

The points are currently png images of circles  in  Rabbyt Sprites. I
got about a 10% speed decrease when I moved from a vector list of
GL_POINTS to using a png image w/ Rabbyt. but i can scale the images
easily making one point bigger than the rest, something you cant do
with a vertex list full of GL_POINTS. and 10% doesnt at all make it
come close to HTML5's Canvas.

Now when I run it in HTML5 canvas, I still use png images because it
gives about a 40% speed gain then having the canvas calculate arcs.

Anyways, I am just horribly dissappointed by Pyglet. I used it for
about a year and always just excused some of its performance lags
because it was a scripting language. but a scripting language in a
browser kicks Pyglet's *$$

Also one should note that when I run it in chrome it runs at a stable
60FPS, but in FireFox 3.5, it runs at about 2FPS. So the browser does
make a difference.

Also you should note that straight up w/o my C implementation to
calculate coords Pyglet gets about 11 FPS on 2500, and with standard
pyglet sprites, about 8 FPS. the script isnt complicated at all so its
not like there is a black hole where i messed up the coding which is
sucking up space, it is all Pyglet's slow render speed. I profiled my
python code extensively and the rendering is the slowest part.

So I just wanted to get some of your thoughts on this. I know that
HTML Canvas is just 2D, and pyglet can do a lot more, but still,
javascript won in a performance contest against python.. and I find
that both sad and frightening that python is still so slow, at least
at rendering stuff.
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