Im suggesting you to implement multithreading. Almost all people have at least an dual core, and its such a waste not to use it...
I think you can implement it splitting the game screen in four or more parts, and make a core run each. If you have less cores, it will run two or more parts in one core. The thing i cant think of is how to keep sync. Maybe a frame number counter on each part??
From the content of your post, I can tell you have absolutely no idea how this game is coded or even what the heck the code IS or DOES or how a computer even interprets it. Multithreading is currently being thought about/worked on, so please leave this to Simon and his experience.
They've been working on multithreading for awhile now. Note that "Working on" does not mean "implementing;" they are simple looking for ways it could be implemented.
Multithreading, as it's used by many people, is only half correct: Most will refer to a multithreaded application as one that can harness more than one processor core to run simultaneous tasks. As applicable to PT - think of a quad core processor: 4 cores, and PT uses one to simulate the pressure system, one to simulate the particle system (physics), and the other two for general purpose use.
Thanks you for your [sarcasm]nice and friendly answer[/sarcasm]. I know what a code is and how a computer interprets it. But, it was just an idea, and i think I didn't deserved that you insulted me on that way. I think you "misunderstood" because of my bad english. Anyway, there are other and better ways of multithreading, so my idea was out of place lol.