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