Re: [pygame] Faster blitting

2016-03-14 Thread Jeffrey Kleykamp
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

Re: [pygame] circular movement in pygame

2015-04-28 Thread Jeffrey Kleykamp
. ** -- Jeffrey Kleykamp

Re: [pygame] Potential Malware in Pygame 1.9.2a0.win32-py3.2

2014-09-03 Thread 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

Re: [pygame] Fwd: Missing Module and Font

2014-07-31 Thread Jeffrey Kleykamp
-free. The sender does not accept liability for any errors or omissions. ** -- Jeffrey Kleykamp

Re: [pygame] OpenGL stretch of a pygame.Surface

2014-07-29 Thread 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

Re: [pygame] OpenGL stretch of a pygame.Surface

2014-07-29 Thread 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

Re: [pygame] Potential Malware in Pygame 1.9.2a0.win32-py3.2

2014-06-30 Thread Jeffrey Kleykamp
, 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

Re: [pygame] Potential Malware in Pygame 1.9.2a0.win32-py3.2

2014-06-30 Thread Jeffrey Kleykamp
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

[pygame] Potential Malware in Pygame 1.9.2a0.win32-py3.2

2014-06-29 Thread Jeffrey Kleykamp
:\python32\lib\site-packages\pygame\surflock.pyd...#(PX5: 84FADE1C0046001620F7009522A6E30019BD6E14 - MD5: 685D26D6E4EF4ADE48436B92B9118669)... Deleting File c:\python32\lib\site-packages\pygame\surflock.pyd -- Jeffrey Kleykamp

Re: [pygame] Re: Pygame not handling keyboard tracking correctly

2014-06-23 Thread Jeffrey Kleykamp
. ** -- Jeffrey Kleykamp

Re: [pygame] Re: Pygame not handling keyboard tracking correctly

2014-06-22 Thread 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

Re: [SPAM: 10.100] Re: [pygame] Circle cut off at 60+fps, fixed by display.flip

2014-06-13 Thread Jeffrey Kleykamp
, 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

Re: [pygame] Scaling the hitbox/rect of a sprite

2014-05-23 Thread 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

Re: [pygame] Scaling the hitbox/rect of a sprite

2014-05-22 Thread Jeffrey Kleykamp
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

Re: [pygame] BUG: LayeredUpdate 'layer' vs '_layer'

2014-03-19 Thread 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

Re: [pygame] (Yet Another) Super Mario Bros project

2014-03-05 Thread Jeffrey Kleykamp
-project-tp1091.html Sent from the pygame-users mailing list archive at Nabble.com. -- Jeffrey Kleykamp