Pythonated by Gummbum. Movie about a girl who had another different life when she dreamed What do you call this alternating melodic pattern? self.dt_update = 0.0 self.dt_frame = 0.0 # Metrics: how much real time a callback consumes self.cost_of_update = 0.0 self.cost_of_frame = 0.0 # Metrics: average updates and frames per second over the calling Sleep(0) (underlying system API) just releases the rest of your current timeslice. http://3swindows.com/cpu-usage/how-to-fix-high-cpu-usage.html
Contract at Awairness Inc. At what point is brevity no longer a virtue? Tab:[TicksPerSecond MaxFPS] -> Cycle through the GameClock settings. A notable distinction is there are two collision conditions that change the ball's behavior: collision with the screen edges and collision with another ball. http://www.gamedev.net/topic/518494-pygame-eating-up-my-cpu/
By contrast, when two balls collide it does not visually matter whether they react immediately or there is a delay, even at a very low 6 updates-per- second. Install it with $ pip install memory_profiler 1 $ pip install memory_profiler Also, it is recommended to install the psutil package, so that the memory_profile runs faster: $ pip install psutil The GameClock class is purely Python and should be compatible with other Python-based multi-media and game development libraries. """ __version__ = '$Id: gameclock.py 428 2013-08-28 05:43:47Z [emailprotected] $' __author__ = Handle screen edge collisions. ## 2.
The update_ready and frame_ready public attributes have been removed. If the game mechanics are comparatively more costly in computing power, there is potentially a lot of benefit in choosing to update the mechanics at a much lower rate than updating If not, see /www.gnu.org/licenses/>. # Compatible: Python 2.7, Python 3.2 """gameclock.py - Game clock for Gummworld2. Back to top #6 Oluseyi GDNet+ 2076 Like 0Likes Like Posted 20 December 2008 - 06:03 AM Quote:Original post by caleb_yauHere is what i would think would be the
asked 3 years ago viewed 18000 times active 5 months ago Linked 4 100% processor usage with WHILE loop in Raspberry Pi Related 3How do I run a python program as Well first getticks did print its wait time, which was a steady 16 ms. Back to top #4 Zaris Members 183 Like 0Likes Like Posted 20 December 2008 - 05:31 AM Looking at the code I think it made have something to do Still, might want to check it out.
sprite_group.clear(screen, eraser_image) for ball in sprite_group: ball.predict(interpolation, USE_PREDICTION) sprite_group.draw(screen) pygame.display.update() def handle_collisions(): """Handle collisions for both Pygame clock and GameClock.""" for sprite in sprite_group: for other in pygame.sprite.spritecollide(sprite, sprite_group, False): Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. Previous by thread: Re: [pygame] 100% CPU FAQ Next by thread: Re: [pygame] 100% CPU FAQ Index(es): Author Thread current community chat Raspberry Pi Raspberry Pi Meta your communities Sign up At any moment that there are no other processes, OP's code will still use 100 % CPU and if there are, they will use the CPU, totaling again at 100 %.
Using the timeit module Anther option is to use the timeit module, which gives you an average time measure. http://osdir.com/ml/python.pygame/2003-07/msg00042.html These tips assume the stock (unmodified) settings are used. 1. Pygame High Cpu Usage How do you define sequences that converge to infinity? Project Coordinator Contract at Milton Public Library Web / Game Developer Contract at Milton Public Library Senior Lecturer/Lecturer Game Technology in Programming Full-Time at NHTV Breda University of Applied Sciences Latest
The frame_callback receives a single INTERPOLATION argument, which is the fractional position in time of the frame within the current update time- step. http://3swindows.com/cpu-usage/wmi-high-cpu-usage.html You'll see that the total amount of time spent on running your script is higher than before. update_interval = self._update_interval game_time = self._game_time if real_time >= self._next_update: self.dt_update = update_interval # fixed timestep: good self._last_update_real = real_time game_time += update_interval self._game_time = game_time self._last_update = game_time self._next_update = self.ups = 0.0 self.fps = 0.0 @property def max_ups(self): return self._max_ups @max_ups.setter def max_ups(self, val): self._max_ups = val self._update_interval = 1.0 / val @property def max_fps(self): return self._max_fps @max_fps.setter def max_fps(self,
nice lowers the CPU available to an application. if self.update_callback and self._update_ready: t = get_ticks() self.update_callback(self.dt_update) self.cost_of_update = get_ticks() - t self._update_ready = False # Run the interval callbacks. How to copy text from command line to clipboard without using the mouse? have a peek here Right now your program is always doing everything as fast as it can, rather than giving some time for the Pi to rest or do something else.
The solution is to limit the framerate to 30, then you have almost no CPU load when doing nothing while keeping an eventloop running to react to users events. This ## removes all occurrence of twitchy rebounds. Fill in your details below or click an icon to log in: Email (required) (Address never made public) Name (required) Website You are commenting using your WordPress.com account. (LogOut/Change) You are
python python-3.x pygame pyglet share|improve this question edited Apr 9 '15 at 3:12 asked Apr 9 '15 at 1:16 Pedro H. This is easier than trying to shoehorn all that logic into a single loop and select based on game state. this would be more useful in larger games, but overkill for an image viewer. puzzle() sets up its own event loop - note that they all use the same event queue, but take over polling it so that the effect of the same event can
The distinction is that predicting screen edge collision makes a visible difference. running = True while running: for evt in pygame.event.get(): if evt.type == pygame.QUIT: running = False elif evt.type == pygame.KEYDOWN: if evt.key == pygame.K_ESCAPE: PostQuitEvent() ...if __name__ == '__main__': main() Back If your task is checking for the output of a subprocess, you can just subprocess.wait() for it to finish, for example. Check This Out Hope it was useful! 🙂 Don't forget to share it with your friends!
the wait method is simple, but it doesn't get the cpu usage as low as it can go, and it doesn't work well for games where framerate is important. not hogging the processor) until it gets a single event. This is much more suited for the game of chess, where the user needs time to ponder their move, anyway. Replacing my