One particular technique for scrolling multi-layer backgrounds (that don't
have parallax or animation anyways) is to have one large surface which is
big enough to cover the screen, and to treat it as a wrapping buffer (so you
do 4 blits to the screen from the surface in order to get the parts of th
Hi,
It's my understanding that SDL operates with either software surfaces or
hardware surfaces, each of which have disadvantages (software, is software,
and hardware, requires long transfers over graphics bus). If I'm correct,
as long as your sprites' images *aren't changing*, hardware surfaces m
That might work . . . : )
On Tue, Jul 12, 2011 at 6:58 PM, Brian Fisher wrote:
> If the layering is something that is consistent from one moment to the
> next, and you really have an overdraw of 3x, you can pre-combine and cache
> the visible parts, which could potentially make it take 1/3rd the
If the layering is something that is consistent from one moment to the next,
and you really have an overdraw of 3x, you can pre-combine and cache the
visible parts, which could potentially make it take 1/3rd the speed (that's
your goal, right?)
On Tue, Jul 12, 2011 at 6:26 PM, Brian Brown wrote:
(I just wish for a simplified accurate answer)
On Tue, Jul 12, 2011 at 6:26 PM, Brian Brown wrote:
> Yes, I'm only blitting the visible parts. It's the tile layering that
> causes 3x more blitting. (floor, carpet, and a possible wall for every
> tile.)
> Blitting the whole 300x300 map will take
Yes, I'm only blitting the visible parts. It's the tile layering that causes
3x more blitting. (floor, carpet, and a possible wall for every tile.)
Blitting the whole 300x300 map will take a very long time . . .
. . .
Okay so, will SDL 1.3 regular blitting be 3x faster?
On Tue, Jul 12, 2011
On 12.07.2011 20:12, Brian Brown wrote:
Thanks guys,
I'm not using Pyopengl. (I found it a little too hard to use.)
Pygame and SDL are working perfectly for me-- except-- I need faster
blitting. That's all, I think.
I've designed my game's graphics to simply rely on the blitting of
many 60x60 2
Thanks guys,
I'm not using Pyopengl. (I found it a little too hard to use.)
Pygame and SDL are working perfectly for me-- except-- I need faster
blitting. That's all, I think.
I've designed my game's graphics to simply rely on the blitting of many
60x60 24-bit surfaces. (Approximately 300 to 500 bl
On Tue, Jul 12, 2011 at 1:59 PM, Sean Wolfe wrote:
> Dude this was a really good answer. Respect
>
>
> 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
Dude this was a really good answer. Respect
On Jul 11, 2011 10:14 PM, "Brian Fisher" wrote:
> You should continue programming with whatever system allows you to
continue
> programming with your game. Productivity of making your game should be
your
> primary metric here at this time, far above
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