# Sketch performance

Heya, I got this sketch running on my new Pi, but it’s barely moving. Maybe 2 or 3 frames/sec.

Is there anything I can do to make this sketch run smoother? I’m new to Pi, so many thanks in advance for any help!

• Pi 3 B+
• Raspberry Pi 7" Touchscreen Display Is the code grabbed straight from the coding train repo?

1 Like

I added a couple modifications to change speed and terrain altitudes (z values) based on most position.

Would enabling the experimental OpenGL drivers help?!

Thank you!

For anyone else looking at this, here’s the Processing code:

``````// Daniel Shiffman
// http://codingtra.in
// http://patreon.com/codingtrain
// Code for: https://youtu.be/IKB1hWWedMk

int cols, rows;
int scl = 20;
int w = 2000;
int h = 1600;

float flying = 0;

float[][] terrain;

void setup() {
size(600, 600, P3D);
cols = w / scl;
rows = h/ scl;
terrain = new float[cols][rows];
}

void draw() {

flying -= 0.1;

float yoff = flying;
for (int y = 0; y < rows; y++) {
float xoff = 0;
for (int x = 0; x < cols; x++) {
terrain[x][y] = map(noise(xoff, yoff), 0, 1, -100, 100);
xoff += 0.2;
}
yoff += 0.2;
}

background(0);
stroke(255);
noFill();

translate(width/2, height/2+50);
rotateX(PI/3);
translate(-w/2, -h/2);
for (int y = 0; y < rows-1; y++) {
beginShape(TRIANGLE_STRIP);
for (int x = 0; x < cols; x++) {
vertex(x*scl, y*scl, terrain[x][y]);
vertex(x*scl, (y+1)*scl, terrain[x][y+1]);
//rect(x*scl, y*scl, scl, scl);
}
endShape();
}
}
``````

If you haven’t changed the `scl`, `w`, or `h`, then you’re doing 100*80 iterations per-frame.

Just as a start, you might consider lowering w and h to something really small, and working your way up from that.

This got me thinking might JRubyArt version actually work better @MoiRouhs created a version terreno.rb where he use a hash to store terrain height. Here is my alternative where I make use Vec3D (JRubyArt class) ability to translate to vertex (PS: I’m still using a hash but using an array as key instead of String).

``````attr_reader :terrain, :rows, :columns, :mover

WIDTH = 1400
HEIGHT = 1100
SCL = 30

def settings
size 800, 800, P3D
end

def setup
# sketch_title 'Terreno' # sketch_title doesn't work with P3D on PI
@columns = WIDTH / SCL
@rows = HEIGHT / SCL
@terrain = {}
@mover = 0
end

def draw
background 0
@mover -= 0.1
yoff = mover
(0..rows).each do |y|
xoff = 0
(0..columns).each do |x|
terrain[[x, y]] = Vec3D.new(x * SCL, y * SCL, map1d(noise(xoff, yoff), 0..1.0, -65..65))
xoff += 0.2
end
yoff += 0.2
end
stroke 255
no_fill
stroke 235, 69, 129
translate width / 2, height / 2
rotate_x PI / 3
translate(-WIDTH / 2, -HEIGHT / 2)
(0...rows).each do |y|
begin_shape(TRIANGLE_STRIP)
(0..columns).each do |x|
terrain[[x, y]].to_vertex(renderer)
terrain[[x, y.succ]].to_vertex(renderer)
end
end_shape(CLOSE)
end
end

def renderer
@renderer ||= AppRender.new(self)
end
``````

Doesn’t work too bad, but you can’t expect too much from raspberryPI.

This is great, many thanks. I’ll work on it over the weekend and see if I can get it running smoothly 1 Like

To follow up here… I took out the mousex and mousey and things got a lot better. Then, I reduced the number of triangles I’m drawing and rotated the plane so I’m achieving basically the same effect with a lot less computation.

I also installed the experimental openGL drivers and bumped GPU memory allocation to 256 instead of 64.

This this is running smoother now, but it still has a little jitter to it, so I’m going to try and keep optimizing. Do you all see anything below that I should look into optimizing?

``````int cols, rows;
int scale = 30;
int w = 1200;
int h = 650;
float flying = 0;
float terrainHeight;
float[][] terrain;
color c1, c2;

void setup() {
fullScreen(P3D);
noCursor();
stroke(255);
noFill();
cols = w / scale;
rows = h / scale;
terrain = new float[cols][rows];
c1 = color(0, 255);
c2 = color(0, 0);
}

void draw() {
background(0);
flying -= 0.025;
float yOffset = flying;
for (int y=0; y < rows; y++) {
float xOffset = 0;
for (int x=0; x < cols; x++) {
terrainHeight = 155;
terrain[x][y] = map(noise(xOffset, yOffset), 0, 1, -terrainHeight, terrainHeight);
xOffset += 0.1;
}
yOffset += 0.1;
}

translate(width/2, height/2);
rotateX(PI/3);
translate(-w/2, -h/2);
for (int y=0; y < rows-1; y++) {
beginShape(TRIANGLE_STRIP);
for (int x=0; x < cols; x++) {
stroke(map(terrain[x][y], 0, 100, 150, 255), 125, 255, map(y, 0, rows, 0, 255));
vertex(x*scale, y*scale, terrain[x][y]);
vertex(x*scale, (y+1)*scale, terrain[x][y+1]);
}
endShape();
}
}
``````

Thank you!