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Re: Distribution of Work (was: Re: [pygame] quadtrees)



Richard Jones wrote:
> On Fri, 3 Oct 2003 07:35 pm, Gerrit Holl wrote:
> > The following table shows the amount of time spent on graphics at
> > different resolutions. Are those figures normal?
> 
> Normal for what? :)

Normal for the situation I didn't describe ;)

> > Resolution      %graphics   fps (+/- 5)
> > 320x200         44          30
> > 640x480         59          20
> > 800x600         63          10
> > 1024x768        76          7 (+/- 2)
> >
> > This is on a P3 730 MhZ with 256 MB Memory and 8 MB Video Memory.
> 
> What are you trying to render?

Oops, sorry to not include the information.

I am trying to render something like this screenshot:
http://pybrian.sourceforge.net/shot.png

The moving objects are the little man with the hat and the scary black
thingy's. Although in this screenshot, only 3 of them are in the
viewport, that number is larger in the above figures.

When I am moving around, the screen needs to be redrawn every frame so
that it runs at only 10 frames per second. In the example above, about
10 sprites were moving in the viewport simultanuously at the resolution
640x480, and about 20 at 1024x768. When I'm not scrolling, the speed
is much faster, because I don't need to redraw the whole screen. These
figures are for when the whole screen needs to be redrawn every frame:
otherwise, Brian runs at a very respectable speed of 30-50 fps.

I am wondering why it runs slow. Many old dos games were able to run much
faster on a 286. Is that only because they had direct hardware access?
Or is it because they are written in C and am I hitting at a python problem
here?

Gerrit.


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