Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Brian Fisher
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Ian Mallett
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Brian Brown
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Brian Fisher
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:

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Brian Brown
(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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Brian Brown
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread DR0ID
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Brian Brown
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread René Dudfield
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

Re: [pygame] Re: SDL 1.3 blit speed

2011-07-12 Thread Sean Wolfe
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