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
-~----------~----~----~----~------~----~------~--~---

Reply via email to