Does the performance of pygame.update depend solely on no. of rects or total area of all rects passed to it? I was thinking of a small speedup by splitting two intersecting rects into three non-intersecting rects, which will reduce the toal area, but increase the no. of rects. Its probably a very small gain, and might result in a actual loss if the no. of rects explode. But if I know for sure that performance depende solely on one factor or the other, small gains like h=this might be possible.
- [pygame] Perf - No. of rects vs area of rects Abhas Bhattacharya
- Re: [pygame] Perf - No. of rects vs area of rects Jason Marshall
- [pygame] Re: Perf - No. of rects vs area of rects Abhas Bhattacharya
- Re: [pygame] Re: Perf - No. of rects vs area o... Peter Shinners