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I am making a module that allows you to create sand and simulate it. I have successfully done this, but it runs very slowly. I need this to be able to simulate at least 1000 particles, at a fps higher than 5. How do I optimize this code?

My code:

import pygame, random, sys
pygame.init()
FPS = 60 
fpsClock = pygame.time.Clock()
screen = pygame.display.set_mode((400, 300), 0, 32)
pygame.display.set_caption('Sand')

class SandSource:
    def __init__(self, screen, colliders):
        self.screen = screen
        self.tiles = colliders
        self.sand_arr = []
        self.colour = (255, 255, 0, 255)
        self.gradient = True
        self.gradients = []

    def update(self):
        for sand in self.sand_arr:
            sand1 = self.custom_sand_collision(sand)
            if self.gradient:
                pygame.draw.rect(self.screen, sand[2], sand1)
            else:
                pygame.draw.rect(self.screen, self.colour, sand1)

    def check_pos_of(self, x, y):
        if self.screen.get_at((x, y)) in self.gradients:
            return True
        else:
            return False

    def create_sand(self, x, y, sands=1):
        for i in range(sands):
            if self.gradient:
                COLOR = list(self.colour)
                COLOR[1] = COLOR[1] + random.randint(-50, 0)
                COLOR[0] = COLOR[0] + random.randint(-50, 0)
                COLOR = tuple(COLOR)
                if COLOR not in self.gradients:
                    self.gradients.append(COLOR)
                self.sand_arr.append([x, y, COLOR])
            else:
                self.sand_arr.append([x, y])

    def check_collide(self, x, y, rext):
        rext.x = x
        rext.y = y
        if self.collision_test(rext) or self.check_pos_of(x, y):
            return False
        else:
            return True

    def custom_sand_collision(self, sand):
        ox = sand[0]
        oy = sand[1]
        vel = 4
        check = pygame.Rect((ox, oy), (1, 1))
        try:
            if self.collision_test(check):
                pass
            elif self.check_collide(ox, oy + 1, check):
                for i in range(vel):
                    if self.check_collide(ox, oy + i, check):
                        sand[1] = oy + i
            elif self.check_collide(ox - 1, oy + 1, check):
                sand[1] = oy + 1
                sand[0] -= 1
            elif self.check_collide(ox + 1, oy + 1, check):
                sand[1] += 1
                sand[0] += 1
        except:
            pass
        check.x = sand[0]
        check.y = sand[1]
        return check

    def collision_test(self, rect):
        for thing in self.tiles:
            if thing.colliderect(rect):
                return True
        return False

a = SandSource(screen, colliders=[pygame.Rect((0, 250), (300, 300))])
a.create_sand(100, 100, 1000)


while True:
    screen.fill((0, 0, 0))

    a.update()
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            pygame.quit()
            sys.exit()

    pygame.display.update()
    fpsClock.tick(FPS)
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5
  • 1
    \$\begingroup\$ Have you read about Numpy? \$\endgroup\$
    – Reinderien
    Sep 26, 2022 at 22:00
  • \$\begingroup\$ How would I use numpy to optimize this? \$\endgroup\$
    – susthebus
    Sep 26, 2022 at 22:15
  • 3
    \$\begingroup\$ Read about vectorisation. Reinterpret your sand particles as being in a vector upon which operations need to be done on all of them at once. \$\endgroup\$
    – Reinderien
    Sep 26, 2022 at 22:29
  • \$\begingroup\$ I will look into it! \$\endgroup\$
    – susthebus
    Sep 26, 2022 at 22:37
  • \$\begingroup\$ I am not sure if it supports pygame, but a quick way would be to try running the code with pypy instead of cpython. \$\endgroup\$ Sep 27, 2022 at 19:51

1 Answer 1

1
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  • Don't write, never commit/publish uncommented/undocumented code.
    Tell, in the code, what "everything" is there for.
    Python got it right specifying docstrings such that it is easy to copy them with the code, and tedious to copy the code without them.

  • just return condition (or return bool(condition) where not already boolean) instead of

    if condition:
        return True
    else:
        return False
    
  • I find using sand[1] = oy + 1 in one branch and sand[1] += 1 in the next irritating.
    Coming to think of it, the "velocity branch" looks particularly peculiar, starting with checking the original location and continuing with a re-check of ox, oy + 1.

    - checking each abutting coordinate independently looks brute force.

  • If self.gradients gets beyond small, using a set may reduce execution time.

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1
  • \$\begingroup\$ This did help raise the framerate a little bit! Thanks. \$\endgroup\$
    – susthebus
    Sep 27, 2022 at 11:37

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