sylvain.boussekey wrote:
> I managed to do it in opengl but perfs are poor.
A few things to consider:
> textureData = pygame.image.tostring(textureSurface, "RGBA", 1)
* You're creating an extra copy of the texture data here.
To avoid that, you could use surfarray to create a surface
bac
Jeffrey Kleykamp wrote:
On my not so fast computer, I acheive 400FPS, which is useless but a
good indicator to know how many sprites I can draw simultaneously.
Are you clearing and redrawing the whole screen each frame,
or just drawing the areas where sprites have moved?
If the latter,
Well you might be able to scroll for some speedup. If everything is moving
in the same general direction then scroll the biggest thing (like the
background) and redraw everything else and the edges.
On Tue, Jul 29, 2014 at 11:02 AM, sylvain.boussekey <
sylvain.bousse...@vertpingouin.fr> wrote:
>
I have an asynchronous rendering function.
My game does logic updates at a fixed rate.
Rendering is done as fast as it can, possibly fps limited by a
pygame.time.Clock with interpolated position for sprites.
I'm actually drawing everything every frames because everthing is
moving constantly movi
I still don't understand what you are doing in the first place. Are you
taking a bunch of frames of art and running them as a movie? Do you really
have 60 frames of art per second? If not, then there's no reason to redraw
everything each frame. Only redraw when something changes. Or, redraw only
th
I tried that with almost no perf gain.
I managed to do it in opengl but perfs are poor... The only advantage
is
that there is almost no fps differences when increasing resolution. But
still framerate is poor. Here is roughly what I do (without knowing
what I
do really)e :
def openglblit(s