use numpy instead of bitmasks and get atleast 15x speedup, change default cols and rows to 128x96 for more space.

This commit is contained in:
csd4ni3l
2025-06-24 13:20:43 +02:00
parent c44dde3297
commit 88416c81e7
7 changed files with 119 additions and 85 deletions

View File

@@ -1,39 +1,27 @@
from utils.constants import ROWS, COLS, NEIGHBORS from utils.constants import ROWS, COLS
TOTAL_CELLS = ROWS * COLS import numpy as np
def get_index(row, col): def create_numpy_grid():
return row * COLS + col return np.zeros((ROWS, COLS), dtype=np.uint8)
def get_neighbors(cell_grid, neighbor_mask): def count_neighbors(grid):
return (cell_grid & neighbor_mask).bit_count() padded = np.pad(grid, pad_width=1, mode='constant', constant_values=0)
def unset_bit(number, i): neighbors = (
return number & ~(1 << i) padded[0:-2, 0:-2] + # top-left
padded[0:-2, 1:-1] + # top
padded[0:-2, 2:] + # top-right
padded[1:-1, 0:-2] + # left
padded[1:-1, 2:] + # right
padded[2:, 0:-2] + # bottom-left
padded[2:, 1:-1] + # bottom
padded[2:, 2:] # bottom-right
)
def set_bit(number, i): return neighbors
return number | (1 << i)
def get_bit(number, i): def update_generation(cell_grid: np.array):
return (number >> i) & 1 neighbors = count_neighbors(cell_grid)
new_grid = ((cell_grid == 1) & ((neighbors == 2) | (neighbors == 3))) | \
def print_bits(n: int, width: int = 8): ((cell_grid == 0) & (neighbors == 3))
print(f"{n:0{width}b}") return new_grid.astype(np.uint8)
def create_zeroed_int(n):
zero_val = 0
bitmask = (1 << n) -1
return zero_val & bitmask
def precompute_neighbor_masks():
masks = [0] * TOTAL_CELLS
for row in range(ROWS):
for col in range(COLS):
index = get_index(row, col)
mask = 0
for dy, dx in NEIGHBORS:
ny, nx = row + dy, col + dx
if 0 <= ny < ROWS and 0 <= nx < COLS:
neighbor_index = get_index(ny, nx)
mask |= 1 << neighbor_index
masks[index] = mask
return masks

View File

@@ -1,11 +1,12 @@
import arcade, arcade.gui, random, time, json, os import arcade, arcade.gui, random, time, json, os
from game.file_support import load_file from game.file_support import load_file
from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, button_style from utils.constants import COLS, ROWS, CELL_SIZE, SPACING, button_style
from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture, NEIGHBOUR_MASKS from utils.preload import create_sound, destroy_sound, button_texture, button_hovered_texture
from game.game_of_life import get_index, get_bit, get_neighbors, set_bit, unset_bit, create_zeroed_int from game.game_of_life import create_numpy_grid, update_generation
import numpy as np
class Game(arcade.gui.UIView): class Game(arcade.gui.UIView):
def __init__(self, pypresence_client=None, generation=None, running=False, cell_grid=None, generation_fps=10, load_from=None): def __init__(self, pypresence_client=None, generation=None, running=True, cell_grid=None, generation_fps=9999, load_from="/home/csd4ni3l/Downloads/glider_gun.rle"):
super().__init__() super().__init__()
self.generation = generation or 0 self.generation = generation or 0
@@ -20,6 +21,7 @@ class Game(arcade.gui.UIView):
self.generation_time = 1 / self.generation_fps self.generation_time = 1 / self.generation_fps
self.generation_delta_time = 1 / self.generation_fps self.generation_delta_time = 1 / self.generation_fps
self.last_generation_update = time.perf_counter() self.last_generation_update = time.perf_counter()
self.last_info_update = time.perf_counter()
self.pypresence_client = pypresence_client self.pypresence_client = pypresence_client
self.spritelist = arcade.SpriteList() self.spritelist = arcade.SpriteList()
@@ -74,22 +76,25 @@ class Game(arcade.gui.UIView):
if self.load_from: if self.load_from:
loaded_data = load_file(COLS / 2, ROWS / 2, self.load_from) loaded_data = load_file(COLS / 2, ROWS / 2, self.load_from)
self.cell_grid = create_zeroed_int(ROWS * COLS) self.cell_grid = create_numpy_grid()
for row in range(ROWS): for row in range(ROWS):
self.sprite_grid[row] = {} self.sprite_grid[row] = {}
for col in range(COLS): for col in range(COLS):
if self.load_from: if self.load_from:
if (row, col) in loaded_data: if (row, col) in loaded_data:
self.cell_grid = set_bit(self.cell_grid, get_index(row, col)) self.cell_grid[row, col] = 1
elif not load_existing: elif not load_existing:
if randomized and random.randint(0, 1): if randomized and random.randint(0, 1):
self.cell_grid = set_bit(self.cell_grid, get_index(row, col)) self.cell_grid[row, col] = 1
self.population += 1 self.population += 1
continue continue
cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE) cell = arcade.SpriteSolidColor(CELL_SIZE, CELL_SIZE, center_x=self.start_x + col * (CELL_SIZE + SPACING), center_y=self.start_y + row * (CELL_SIZE + SPACING), color=arcade.color.WHITE)
cell.visible = get_bit(self.cell_grid, get_index(row, col))
if not bool(self.cell_grid[row, col]):
cell.visible = bool(self.cell_grid[row, col])
self.sprite_grid[row][col] = cell self.sprite_grid[row][col] = cell
self.spritelist.append(cell) self.spritelist.append(cell)
@@ -105,27 +110,12 @@ class Game(arcade.gui.UIView):
self.pypresence_generation_count = 0 self.pypresence_generation_count = 0
self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time) self.pypresence_client.update(state='In Game', details=f'Generation: {self.generation} Population: {self.population}', start=self.pypresence_client.start_time)
next_grid = self.cell_grid | 0 old_grid = self.cell_grid.copy()
self.cell_grid = update_generation(self.cell_grid)
for x in range(0, COLS): changed_rows, changed_cols = np.where(old_grid != self.cell_grid)
for y in range(0, ROWS): for row, col in zip(changed_rows, changed_cols):
index = get_index(y, x) self.sprite_grid[row][col].visible = bool(self.cell_grid[row, col])
cell_neighbors = get_neighbors(self.cell_grid, NEIGHBOUR_MASKS[index])
if get_bit(self.cell_grid, index):
if (cell_neighbors == 2 or cell_neighbors == 3):
pass # survives
else: # dies
self.population -= 1
self.sprite_grid[y][x].visible = False
next_grid = unset_bit(next_grid, index)
elif cell_neighbors == 3: # newborn
self.population += 1
self.sprite_grid[y][x].visible = True
next_grid = set_bit(next_grid, index)
self.cell_grid = next_grid
def on_key_press(self, symbol: int, modifiers: int) -> bool | None: def on_key_press(self, symbol: int, modifiers: int) -> bool | None:
super().on_key_press(symbol, modifiers) super().on_key_press(symbol, modifiers)
@@ -150,9 +140,12 @@ class Game(arcade.gui.UIView):
def on_update(self, delta_time): def on_update(self, delta_time):
super().on_update(delta_time) super().on_update(delta_time)
self.actual_fps_label.text = f"Actual FPS: {round(1 / self.generation_delta_time, 2)}" if time.perf_counter() - self.last_info_update >= 0.5:
self.population_label.text = f"Population: {self.population}" self.last_info_update = time.perf_counter()
self.generation_label.text = f"Generation: {self.generation}" self.actual_fps_label.text = f"Actual FPS: {round(1 / self.generation_delta_time, 2)}"
if not self.population < 0: # generation might be faster than 60 FPS, leading to minus population counts.
self.population_label.text = f"Population: {self.population}"
self.generation_label.text = f"Generation: {self.generation}"
if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.DOWN]: # type: ignore if self.window.keyboard[arcade.key.UP] or self.window.keyboard[arcade.key.DOWN]: # type: ignore
self.generation_fps += 1 if self.window.keyboard[arcade.key.UP] else -1 # type: ignore self.generation_fps += 1 if self.window.keyboard[arcade.key.UP] else -1 # type: ignore
@@ -173,9 +166,7 @@ class Game(arcade.gui.UIView):
if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS: if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
return return
index = get_index(grid_row, grid_col) if not self.cell_grid[grid_row, grid_col]:
if not get_bit(self.cell_grid, index):
self.population += 1 self.population += 1
if time.perf_counter() - self.last_create_sound >= 0.05: if time.perf_counter() - self.last_create_sound >= 0.05:
@@ -184,7 +175,7 @@ class Game(arcade.gui.UIView):
create_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) create_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
self.sprite_grid[grid_row][grid_col].visible = True self.sprite_grid[grid_row][grid_col].visible = True
self.cell_grid = set_bit(self.cell_grid, index) self.cell_grid[grid_row, grid_col] = 1
elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT]: # type: ignore elif self.window.mouse[arcade.MOUSE_BUTTON_RIGHT]: # type: ignore
grid_col = int((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore grid_col = int((self.window.mouse.data["x"] - self.start_x + (CELL_SIZE / 2)) // (CELL_SIZE + SPACING)) # type: ignore
@@ -193,14 +184,12 @@ class Game(arcade.gui.UIView):
if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS: if grid_col < 0 or grid_row < 0 or grid_row >= ROWS or grid_col >= COLS:
return return
index = get_index(grid_row, grid_col) if self.cell_grid[grid_row, grid_col]:
if get_bit(self.cell_grid, index):
self.population -= 1 self.population -= 1
if self.settings_dict.get("sfx", True): if self.settings_dict.get("sfx", True):
destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100) destroy_sound.play(volume=self.settings_dict.get("sfx_volume", 50) / 100)
self.sprite_grid[grid_row][grid_col].visible = False self.sprite_grid[grid_row][grid_col].visible = False
self.cell_grid = unset_bit(self.cell_grid, index) self.cell_grid[grid_row, grid_col] = 0
def load(self): def load(self):
arcade.unschedule(self.update_generation) arcade.unschedule(self.update_generation)

View File

@@ -6,5 +6,6 @@ readme = "README.md"
requires-python = ">=3.11" requires-python = ">=3.11"
dependencies = [ dependencies = [
"arcade==3.2.0", "arcade==3.2.0",
"numpy>=2.3.1",
"pypresence>=4.3.0", "pypresence>=4.3.0",
] ]

2
run.py
View File

@@ -14,7 +14,7 @@ sys.excepthook = on_exception
pyglet.resource.path.append(os.getcwd()) pyglet.resource.path.append(os.getcwd())
pyglet.font.add_directory('./assets/fonts') pyglet.font.add_directory('./assets/fonts')
__builtins__.print = lambda *args, **kwargs: logging.debug(" ".join(map(str, args))) #__builtins__.print = lambda *args, **kwargs: logging.debug(" ".join(map(str, args)))
if not log_dir in os.listdir(): if not log_dir in os.listdir():
os.makedirs(log_dir) os.makedirs(log_dir)

View File

@@ -3,11 +3,10 @@ from arcade.types import Color
from arcade.gui.widgets.buttons import UITextureButtonStyle, UIFlatButtonStyle from arcade.gui.widgets.buttons import UITextureButtonStyle, UIFlatButtonStyle
from arcade.gui.widgets.slider import UISliderStyle from arcade.gui.widgets.slider import UISliderStyle
COLS = 80 COLS = 128
ROWS = 60 ROWS = 96
CELL_SIZE = 10 CELL_SIZE = 6
SPACING = 2 SPACING = 1.75
NEIGHBORS = [(-1, 0), (-1, 1), (-1, -1), (0, 1), (0, -1), (1, 0), (1, 1), (1, -1)]
discord_presence_id = 1363780625928028200 discord_presence_id = 1363780625928028200
log_dir = 'logs' log_dir = 'logs'

View File

@@ -1,5 +1,4 @@
import arcade.gui, arcade import arcade.gui, arcade
from game.game_of_life import precompute_neighbor_masks
button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button.png")) button_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button.png"))
button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button_hovered.png")) button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4, 64 // 4, arcade.load_texture("assets/graphics/button_hovered.png"))
@@ -7,5 +6,3 @@ button_hovered_texture = arcade.gui.NinePatchTexture(64 // 4, 64 // 4, 64 // 4,
create_sound = arcade.Sound("assets/sound/create.mp3") create_sound = arcade.Sound("assets/sound/create.mp3")
destroy_sound = arcade.Sound("assets/sound/destroy.mp3") destroy_sound = arcade.Sound("assets/sound/destroy.mp3")
theme_sound = arcade.Sound("assets/sound/music.mp3") theme_sound = arcade.Sound("assets/sound/music.mp3")
NEIGHBOUR_MASKS = precompute_neighbor_masks()

60
uv.lock generated
View File

@@ -77,15 +77,75 @@ version = "0.1.0"
source = { virtual = "." } source = { virtual = "." }
dependencies = [ dependencies = [
{ name = "arcade" }, { name = "arcade" },
{ name = "numpy" },
{ name = "pypresence" }, { name = "pypresence" },
] ]
[package.metadata] [package.metadata]
requires-dist = [ requires-dist = [
{ name = "arcade", specifier = "==3.2.0" }, { name = "arcade", specifier = "==3.2.0" },
{ name = "numpy", specifier = ">=2.3.1" },
{ name = "pypresence", specifier = ">=4.3.0" }, { name = "pypresence", specifier = ">=4.3.0" },
] ]
[[package]]
name = "numpy"
version = "2.3.1"
source = { registry = "https://pypi.org/simple" }
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