On Tue, Jul 12, 2011 at 1:59 PM, Sean Wolfe <ether....@gmail.com> wrote:
> Dude this was a really good answer. Rrrrrespect > > > Indeed, good answer. Also, are you using fast rendering techniques? - Using 8 bit RLE encoded surfaces for the low colour depth images - avoiding per pixel alpha surfaces. - using convert() appropriately (except not on those low colour surfaces). - using fill() to fill in colours instead of blit. - using LayeredDirty sprite group, and DirtySprite sprites to do dirty rectangle updates. - updating parts of the screen at the lowest refresh rate they need. eg, displaying fps, may only need be done once every 10 frames. - profiled your game ( to see which parts are slow.) http://pygame.org/wiki/Profiling SDL 1.3 is faster with opengl/direct3d surfaces. But it's _still not finished. cu.