well i just did not want to have the overhead of all those mighty
cocos transformations and animation stuff. i need it small and simple.
i just read a bit into the cocos tile engine code and it seem that on
each draw it fills a new pyglet batch with sprites - just as i
proposed in my first post.
maybe this really /is/ the best way to do it?

but then again - what about this issue with animated tiles?

On Sep 8, 11:44 pm, Richard Jones <[EMAIL PROTECTED]> wrote:
> > another thing: i only need to draw those tiles that are currently on
> > the screen what is the best way to do this? i would use a batch to
> > draw all tiles but when i do this i would have to dynamically add and
> > remove sprites from the batch(es) and this seems costly
>
> > i read the heffalump tile engine code but there the tiles are
> > individually drawn and not in a batch.
> > with every draw two nestested loops will draw every sprite necessary
> > but isnt this inferior to using a batch?
>
> All of this is handled by the Cocos2d tile engine :)
>
>     Richard
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