The short answer is you don't really have limits. Unless you're doing
something slow / inefficient, that would be slow anway. Brute forcing /
re-creating surface every frame  / mixing different formats on your
surfaces / etc.

Biggest one I'd think is collision detection. You can make your algorithm
more efficient / use quadtrees / or probably use a physics module.
Depending on the game, that can be overkill.

==
But remember, 'premature optimization, is the root of all evil'.
And when you optimize, use profiling. Because 99% of the slowdown can be in
1% of the code. And you will rarely know where it is, without profiling.
This can be true even in simpler code.
==

If you do reach a slowdown, there's a huge amount of modules that you have
access to. That causes the slower code to run c-code, and has been
optimized by many people ie: PyOpenGL, pybox2d (physics), numpy (for arrays
/ 3d math / opengl), pygame, etc...

So between optimizing your algorithms ( That you'd have to do in other
languages anyway: Not re-allocating textures every frame, or other errors
), using c-code from other libraries, You don't run into much different
speed issues than you do in pure c, for most games you'd work on.
-- 
Jake

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