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  #1  
Old 05-08-2013, 01:01 PM
Queenss_RA Queenss_RA is offline
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Join Date: May 2013
Posts: 4
How to make my code more efficent.

Hi everyone,

I am trying to create a world that automatically generates 10,000+ objects in it and once these objects have been made I want to fly through them or make them move at a certain speed in any direction I want. I have written code for this but It is not giving me the fps I want. Currently I only get about 7fps with this code and I need this to up to 60fps minimum. I have tried both moving them and moving the camera. But give the same fps. I am fairly new to vizard so any help would be much appreciated. Thank you

CODE BELOW:

import viz
import vizact
import vizshape
import random
import vizinfo
import viztask


#Enable full screen anti-aliasing (FSAA) to smooth edges
viz.setMultiSample(4)

#Start World
viz.go(viz.FULLSCREEN)


#Increase the Field of View
viz.MainWindow.fov(60)

#Set my location 8 meters back from 0,0,0
viz.move([0,0,-8])


def Create_Shape(Number,x_pace,y_pace,z_pace,set_Time) :
#create an array of shapes
shapes = []
#Generate Shapes
for i in range(Number):
#Generate random values for position and orientation
x = random.randint(-100,100)
y = random.randint(-100,100)
z = random.randint(-100,100)
#generate shapes
shape = vizshape.addSphere()
shape.setScale(0.25,0.25,0.25)
shape.setPosition([x,y,z])
shapes.append(shape)

#Move shapes
move = vizact.move(x_pace,y_pace,z_pace,set_Time)
#Loop through all shapes and move them
for shape in shapes:
shape.addAction(move)
#return shapes
return shapes

#Calls create shape with the number of shapes needed to be made and
#the speed and time for the shapes to move at
Create_Shape(10000,0,0,10,10000000)
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  #2  
Old 05-09-2013, 04:45 PM
farshizzo farshizzo is offline
WorldViz Team Member
 
Join Date: Mar 2003
Posts: 2,849
That's a lot of separate objects to be rendering and animating per frame. Do you actually need each object to be a fully modeled sphere, or is a point sprite acceptable. You can most likely achieve your desired frame rate by rendering all the objects as a single mesh of points, and animated the points within a vertex shader. If you are interested in going along with this method, then I can provide some sample code.
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  #3  
Old 05-13-2013, 10:22 AM
Queenss_RA Queenss_RA is offline
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Join Date: May 2013
Posts: 4
Yeah that would be great! I changed it from spheres to squares thinking that would make it faster, which it did. But this only makes it faster for rotation not translation.
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