Drew Smathers wrote: > Regarding the performance issues, my first guess is that you have > update and draw function per particle in the system - because the > addition of 1 function call cannot hurt performance but N/2 vs. N > functional calls is a significant optimization. If my wild guess is > true, then consider putting all your particles in one class > (ParticleSystem) so you have at most 2 function calls per particle > system (unless you make calls to change their positions - I hope not). > I have more guesses ... but that would lead us to a game of charades. > > Anyhow, please post some code, so someone can perhaps point out where > the bottleneck is.
I am not experiencing a bottleneck yet, but rather have concerns in general. It is not additional function call i don't like, but additional for- loop iteration per particle system (one in update, other in draw) Speaking of measuring performance - i have a question: how to force `pyglet.clock.schedule` to call my update routine as fast as possible? It seems to have cap 60 frames/sec. I have turned off vsync for my window, but it doesn't help. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
