# Performance numbers

# The benchmark

The benchmark moves a number of balls in a rectangular area, with soft bounce in the ball-ball and ball-border interactions. We measure the time to calculate a fixed number of frames without drawing; this gives the time per physic frame. The initial positions are randomly chosen in the rectangle, and the initial velocity has random uniform angle. Most of the time the balls will have a uniform distribution over the rectangle.

The model for the world is coded in benchmarks/collision/a0_bouncing_balls_Model.py, and the runner in benchmarks/collision/a0_benchmark_time_per_frame.py

Directly running the model script renders on screen and shows the fps.

Testbed: windows xp sp3 32 bits, python 2.6.5, AMD athlon dual core 5200+, memory DDR2 800 single channel

# Comparing with brute force

A benchmark was writen to compare brute force versus other implementations. Currently the only CollisionManager implementation is CollisionManagerGrid, which has parameters defining the cell size; the figure compares time per frame for brute force and CollisionManagerGrid with diferent cell sizes.

# Shape comparisson

The benchmark is parametrizable in the Cshape implementation to use; here we compare circle vs AABB

# Ballpark fps

The visualization provided by a0_bouncing_balls_Model.py, which shows all balls and a colored rectangle runs at 60 fps with 165 balls, and 30fps with 300 balls (gpu ati radeon 4650)