and then getting discouraged when it inevitably fails... That is
>>>>> exactly why
>>>>> unsafe_blit() is a bad fit for Pygame.
>>>>>
>>>>> If you want a quick benchmark to show you are barking up the wrong
>>>>> tree, you
>>>>> can do one at home, with no C experience needed! Take some game
>>>>> code you
>>>>> wrote, and run it three ways:
>>>>>
>>>>> 1. Once unaltered
>>>>> 2. Once where you run the sprite update code twice (logic,
>>>>> movement and physics)
>>>>> 3. Once where you draw every sprite twice
>>>>>
>>>>> Record the FPS every time and see if that shows you where the real
>>>>> bottleneck lies. Here are the results I got from one of my
>>>>> projects:
>>>>>
>>>>> 1. Base:125 FPS
>>>>> 2. Double logic: 75 FPS
>>>>> 3. Double draw: 115 FPS
>>>>>
>>>>> I had to take the game all the way up to 6x draw calls per frame
>>>>> (4000+
>>>>> blits!) before I got it down to the 75 FPS mark.
>>>>>
>>>>> The point here is that if I was writing a game to have even double
>>>>> the
>>>>> sprites I do now, the game logic overhead would be the problem.
>>>>> Even if the
>>>>> unsafe_blit() magically doubled the speed of my draw routines, it
>>>>> would have
>>>>> little effect on my overall frame rate.
>>>>>
>>>>> Regards,
>>>>> Peter Finlayson
>>>>>
>>>>>
>>>>>
>>>>
>>>
>>>
>>
>
--
Jeffrey Kleykamp
.
**
--
Jeffrey Kleykamp
.
Thomas
On 3 Sep 2014 03:56, Little Bird wanderingswordsman-littleb...@yahoo.ca
wrote:
Jeffrey Kleykamp wrote
I just downloaded and installed
pygame-1.9.2a0.win32-py3.2.msi
and my webroot secure anywhere caught some malware in it. I have no idea
if
this is real or what. Here's the log
-free. The sender does not accept liability for any
errors or omissions.
**
--
Jeffrey Kleykamp
] mailto:sam.hack...@sent.com
[2] http://www.pygame.org/docs/ref/display.html#pygame.display.set_mode
[3] mailto:sylvain.bousse...@vertpingouin.fr
--
Jeffrey Kleykamp
.
But maybe I don't need 60FPS in the first place...
Le 2014-07-29 15:28, Jeffrey Kleykamp a écrit :
I still dont 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 theres
, although it's possible that someone
is doing a MITM attack to give you a modified download. Check the md5sum of
the file you downloaded - it should be:
71e8d3d1679a9d803302ff2923406def
Thomas
On 30 June 2014 07:44, Jeffrey Kleykamp jeffrey.kleyk...@gmail.com
wrote:
It also said it was Win32
June 2014 10:01, Jeffrey Kleykamp jeffrey.kleyk...@gmail.com
wrote:
The file itself doesn't trip any alarms for me either. After installing
and doing 'import pygame' I get the warning. The md5sum is the same for my
file.
Jeffrey
On Mon, Jun 30, 2014 at 12:53 PM, Thomas Kluyver tak
:\python32\lib\site-packages\pygame\surflock.pyd...#(PX5:
84FADE1C0046001620F7009522A6E30019BD6E14 - MD5:
685D26D6E4EF4ADE48436B92B9118669)...
Deleting File c:\python32\lib\site-packages\pygame\surflock.pyd
--
Jeffrey Kleykamp
.
**
--
Jeffrey Kleykamp
of caps lock and
shift.
Jeffrey
On Sun, Jun 22, 2014 at 8:36 PM, Jeffrey Kleykamp
jeffrey.kleyk...@gmail.com wrote:
It may help to have less duplicate code.
if event.type is KEYDOWN or KEYUP:
x = event.unicode
if x in KEYLIST
, but maybe some implementations are
different.
Maybe you could try passing a single rect to update()
that's the union of the old an new rects. While that
won't eliminate all possibility of tearing, it may
make it less likely.
--
Greg
--
Jeffrey Kleykamp
, Skorpio skorpio2...@yahoo.de wrote:
Thanks for the help everybody, but it still doesn't work.
I've tried these functions as collided values (as Jeffrey Kleykamp
suggested):
pygame.sprite.collide_rect() takes only sprites as values and then uses
their rects. That means I can't use the sprite's
a additional hitbox?
--
View this message in context:
http://pygame-users.25799.x6.nabble.com/pygame-Scaling-the-hitbox-rect-of-a-sprite-tp1227p1231.html
Sent from the pygame-users mailing list archive at Nabble.com.
--
Jeffrey Kleykamp
= layer
I hope that clarifies my point.
Jeffrey
On Wed, Mar 19, 2014 at 3:48 PM, DR0ID dr...@bluewin.ch wrote:
Am 19.03.2014 07:29, schrieb Jeffrey Kleykamp:
Hi all,
In pygame.sprite.LayeredUpdate.add documentation it says
If the sprite(s) have an attribute layer then that is used
-project-tp1091.html
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--
Jeffrey Kleykamp
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