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