Re: [pygame] 100% CPU FAQ

2008-08-11 Thread René Dudfield
yeah, SDL 1.3 can use an opengl video driver. SDL 1.3 isn't finished yet... but is fairly usable at the moment. At a guess it won't be finished for at least 6 months, probably more. On Thu, Aug 7, 2008 at 4:35 AM, Kevin [EMAIL PROTECTED] wrote: Isn't SDL 1.3 supposed to offer hardware

Re: [pygame] 100% CPU FAQ

2008-08-06 Thread Frozenball
Personally I would love if there were an option to use hardware acceleration (OpenGL) instead of software rendering. I know there exists an option for that, but it doesn't work that well (requires fullscreen). On Fri, Aug 1, 2008 at 2:56 AM, Brian Fisher [EMAIL PROTECTED] wrote: Pygame using

Re: [pygame] 100% CPU FAQ

2008-08-06 Thread Kevin
Isn't SDL 1.3 supposed to offer hardware acceleration as a default, then have software as a backup? It seems like I heard something about that before... On Wed, Aug 6, 2008 at 9:51 AM, Frozenball [EMAIL PROTECTED] wrote: Personally I would love if there were an option to use hardware

Re: [pygame] 100% CPU FAQ

2008-08-01 Thread Brad Montgomery
...We'll port it to C. while 1{}; I think you mean: while(1) {}; // c has parentheses! :)

[pygame] 100% CPU FAQ

2008-07-31 Thread techtonik
Hello, I do not know why this question is not present in FAQ yet, but - why pygame always eats 100% of CPU time? The following example shows 100% load even with empty event queue when pygame.event.get() is blocking. import time if __name__ == __main__: import pygame pygame.init() size

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Nicholas Dudfield
Incidentally, if you say start_time = time.time() when starting your program, then get the time when ending, subtract start_time, and divide by the number of frames drawn, you get an easy FPS counter. I noticed pygame has functionality for this inbuilt. Clock.get_fps(), Compute your game's

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Python Nutter
I was annoyed by the OP's observations as well. I've converted my program to many different Python game/media APIs to observe the differences. Pygame = chew up the most CPU resources Pyglet = chews up 28% to 42% CPU (surprised that the low CPU use was on old PowerPC G4 processors and the new

RE: [pygame] 100% CPU FAQ

2008-07-31 Thread Noah Kantrowitz
-Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Python Nutter Sent: Thursday, July 31, 2008 3:43 PM To: pygame-users@seul.org Subject: Re: [pygame] 100% CPU FAQ I was annoyed by the OP's observations as well. I've converted my program to many

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Brian Fisher
Pygame using more CPU resources could be completely expected because it uses software rendering while Pyglet/rabbyt would be using openGL (i.e. hardware) Also, because pygame basically requires you to write your own main loop (although it provides facilities to help), it's fairly easy to write

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Greg Ewing
Noah Kantrowitz wrote: If you want to control your framerate (and therefore CPU usage) use pygame.time.Clock. Alternatively, use pygame.time.set_timer to arrange for a USEREVENT to be sent at regular intervals. In your event loop, use pygame.event.wait(), which does block (but only returns

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Greg Ewing
Python Nutter wrote: I was annoyed by the OP's observations as well. I've converted my program to many different Python game/media APIs to observe the differences. Pygame = chew up the most CPU resources There's nothing about pygame that inherently chews up cpu, it's all a matter of how you

Re: [pygame] 100% CPU FAQ

2008-07-31 Thread Peter Shinners
techtonik wrote: Hello, I do not know why this question is not present in FAQ yet, but - why pygame always eats 100% of CPU time? The following example shows 100% load even with empty event queue when pygame.event.get() is blocking. Also be aware, the following code will eat 100% cpu.