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Re: [pygame] Fun with C modules



On Thu, 20 Dec 2001 19:48, Jan Ekholm wrote:
> >On Thu, Dec 20, 2001 at 04:14:52PM +1100, Richard Jones wrote:
> >> I took a set of timings (render 100 frames and then time the next 100
> >> frames), turning each of the C modules on and off:
> >>
> >>              No C: 7fps
> >>          C octree: 7fps
> >>          C frusum: 8fps
> >>        C triangle: 10fps
> >>  C octree&frustum: 8fps
> >>     C frustum&tri: 11fps
> >>      C octree&tri: 26fps
> >>               all: 41fps
> >>
> >> Well, what strange numbers. At 41fps my "game" is quite playable. Sure,
> >> most of the work is done in a single call to a C module, but Python's
> >> still there holding it all together :)
>
> Hmm, I didn't get your original mail, so I assume it wasn't sent to the
> list.

pygame? yes it was....


> Using PyOpenGL along with some hw-accel I manage to crank out quite
> nice fps values without any optimization at all, except a display list.
> The scene is 100x100x2 textured triangles, along with a few hundred other
> textured quads. No C code at all.

How many triangles are in the display list? I don't have the luxury of 
display lists since the triangles share no similarity, being part of a 
landscape. I use display lists for other things though, like trees, etc. They 
definitely help there :)


    Richard
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