On Wed, Jul 2, 2008 at 1:12 PM, tomas <[EMAIL PROTECTED]> wrote:
>
> On Jul 2, 1:53 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote:
>> If it's possible to reorganise your code so that the batch and group
>> are created first, you should do so.  Doing things in the order you
>> describe will result in wasted effort, including allocating and
>> deallocating resources on the GPU (these won't even be freed until the
>> Python GC gets to them).
>>
>> The warning above is really to discourage migrating sprites often, you
>> probably won't notice any performance problems in the situation you
>> describe (as Sprite creation is fairly slow anyway).
>>
>> Alex.
>
> Thanks for the quick reply. Reorganizing to create sprites with the
> correct group is just a matter of adopting a slightly more round-about
> way of creating sprites. If it's worth it for efficiency its no big
> deal to do.
>
> When you say sprite creation by itself if fairly slow, this got me
> thinking. I've begun work on a game that will use a rather hefty
> amount of sprites for projectiles and particles. Would it make sense
> to reuse sprites? By this I mean, for certain groups of sprites such
> as particles, instead of destroying a sprite, just set it invisible
> until I need it again. Then later I would just make it visible and
> update all it's properties such as image, position, scale, etc. The
> group and batch properties will obviously stay the same.
>
> The question is, would such recycling be more efficient than killing
> and creating new sprites? Absolutely? Perhaps slightly? Not at all?

Um.

I look forward to your benchmark results :-)

Alex.

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