On Wed, Mar 5, 2008 at 8:23 AM, Serg Kovrov <[EMAIL PROTECTED]> wrote:
[..]

> If someone interested I can post complete code, but don't know
> convenient way to publish 10 files (that is the way i organize my
> project, sorry).


Google code is your friend ;^)

fwiw, I made a similar particle system in python and found it limited to
about 500 particles at 40-60fps before the framerate tanked on my 2GHz duo
laptop (granted this included drawing other stuff in the game). It wasn't
using OpenGL (this was pygame), but it wasn't bound on draw time, even with
the drawing taken out the time to update everything was still prohibitive. I
tried putting them in ode, but the overhead of calling into it was worse
than just doing the math in python. Do you know how many particles can your
system handle?

Doing something in GLSL or creating a lightweight "engine" in C is probably
the direction I will be going for particle systems in future projects. I
came pretty close to doing that for the game above, but learned to make do
with < 500 particles instead.

-Casey

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