hi,

Javascript in chrome is very fast and optimized.

Python is very slow in comparison... the python developers haven't
really sped it up enough (yet).  However I think, and hope that it
will get better soon.

Have you tried using psyco?  That generally speeds up particle
systems.

Psyco version 2.0 is out recently which is better than the old 1.6.
http://groups.google.com/group/comp.lang.python.announce/browse_thread/thread/446e7beca1f5692b
however the webpage hasn't been updated properly to say it exists, or
that it's hosted on a different svn.

A pygame sprite demo in software gets 47fps with 1000 sprites on my
laptop, with psyco.  Without it, it gets 22fps or so.
    python -m pygame.examples.testsprite -psyco -FastRenderGroup 1000


I had good luck with a numpy based particle system.  Note, use v1.3
since before that there are bugs which make writing particle systems
harder (records don't work as well).

GPU particle systems are the way to go for best speed of course... in
which case you'll be using GLSL/etc instead, not javascript or python.



On Aug 24, 6:52 am, mclovin <[email protected]> wrote:
> I tried out lepton, and went through some of your examples. Bouncy.py
> is mainly what I needed (colorful balls at about 10px wide), but was
> dissappointed at the low framerate: 22FPS at 1000 balls and at your
> standard 100 balls it runs at a unsteady 40-47 FPS. with those few, i
> would have expected a stable 60, if not 70 (vsync) FPS. which is odd
> because the tunnel example seems to operate with many more particles.
> so is there a reason bouncy.py is slow?
>
> On Aug 24, 12:15 am, Richard Jones <[email protected]> wrote:
>
> > On 24/08/2009, at 3:04 PM, mclovin wrote:
>
> > > I'll check that out. but I chose Rabbyt because it supposedly made
> > > less ctypes calls so i was hoping that would help. Ill try out lepton
> > > and see how much that helps.
>
> > AFAIK Rabbyt works by creating GL display lists under the covers. If  
> > that's the case (it certainly was when the project started) then it's  
> > not really suited to particle engines either.
>
> >       Richard
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