> 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

Ditto. My small sample uses pyglet and openGL, and tops out at 'up to'
800 entities, at 30fps on my ATI accelerated early 2007-vintage
Thinkpad. Each entity maintains its own position, orientation and
(fixed) vertex/color arrays, with about 100 vertices in each array.

http://tartley.com/?p=285
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