As your world gets bigger and has more objects, your game will slow down
even more. (Even if you directly use openGL, I suspect, although I haven't
used it myself). You will need a spatial index. I have some code that i'm
willing to share, if you're interested (or anyone else here, drop me a
line).
I've dealt with this in my own game, handling thousands of such drawn
elements. Based on that I have two general suggestions:
1) If you've got performance bottlenecks, very often they aren't where one
first suspects! Better to break out a profiler and measure. That said, I
don't have any experienc
On 2/03/22 12:02 pm, Irv Kalb wrote:> I'm wondering if my code to check
if an element is within the viewable area, is actually doing more work
than not bothering to check at all.
If the drawing of each object is just a blit call, then your checks are
probably just duplicating what pygame is alr
Typically, entities outside of the viewable area may not be updates or may
update at a much reduced frequency. This is true of even C++ games.
On Tue, Mar 1, 2022, 3:10 PM Irv Kalb wrote:
> I am developing a game but I'm running into some cases where the game
> slows down too much. A few detai
I am developing a game but I'm running into some cases where the game slows
down too much. A few details ...
The game lives in a world whose size is much larger than what the user can see
in the window. (For now, the world is 3000 x 3000, but the window is 640 x 640
- I could decide to change