Yeah, I realized that quickly, but unfortunately I was at work by that time ;)
I tried some other things, such as
class terrain_Body(soya.Body):
def advance_time(self, proportion):
pass
def end_round(self):
soya.Body.advance_time(self, 1)
soya.Body.end_round(self)
Souvarine wrote:
> Actually the idea is to call the advance_time method of non visible
> objects only once with proportion = 1
Ah, okay, that makes sense.
> I've just tested this idea once, I havn't benchmarked it yet. But I
> believe it can be a good optimisation. Am I an optimisation extremi
> I. Program need to feed all Terrains in sensible time with dynamically
> created data (there are some classes which attend to decode data), so i don't
> have image to load and there is no sense to create it. Using
> set_height(x,y,val) is extremely slow. Imagine that this function must b
What you did won't work. The advance_time of your body is still called
several times per round by the world it is into, therefore you won't get
any performance gain.
Anyway I'm not sure that my idea of calling advance_time just once per
round for non visible objects will really improve performa
That sounds like an excellent idea!
Is there any way to force this on visible objects (no-animation in
use, but the objects are loaded from cal3d). And if so, how?
Also, would there be any visible latency in drawing these objects,
when moving the camera?
On 6/20/07, Souvarine <[EMAIL PROTECTED]
Actually the idea is to call the advance_time method of non visible
objects only once with proportion = 1 (just before calling end_round)
instead of calling it several times. For visible objects it is necessary
to call advance_time several times between begin_round and end_round to
make the a