Re: [pygame] FastRenderGroup revised (update4)

2007-07-06 Thread DR0ID
Hallo since my last email (with attachment) did not get through to the mailing list, this time I only will provide a link :-) http://www.mypage.bluewin.ch/DR0ID/pygame_projects.html#fast_dirty1 or direct donwload: http://www.mypage.bluewin.ch/DR0ID/pygame/FastRenderGroup_v1.1.83.zip I have

Re: [pygame] FastRenderGroup revised (update4)

2007-06-30 Thread Brian Fisher
On 6/30/07, Nick Moffitt <[EMAIL PROTECTED]> wrote: Do you have any benchmark figures from these tests you could share? No. we didn't keep around any benchmark figures, or code for the other approaches either, which is why I hadn't mentioned it before.

Re: [pygame] FastRenderGroup revised (update4)

2007-06-30 Thread Nick Moffitt
Brian Fisher: > We tested a lot of different approaches and tiling was by far the > fastest we tried (in C++ anyways). In particular the fastest > implementation for us was where each tile has it's own rect, and it > does min/max ops on the cells rect to grow it to cover the overlap > being the dir

Re: [pygame] FastRenderGroup revised (update4)

2007-06-29 Thread Brian Fisher
On 6/29/07, DR0ID <[EMAIL PROTECTED]> wrote: I think this is only a O(n^2) in worst case otherwise it is less (but I cant tell you what it is). The drawback of that method is, that in the worst case it ends up with a big rect covering the entire screen. Perhaps using Gustavos rect splitting thing

Re: [pygame] FastRenderGroup revised (update4)

2007-06-29 Thread DR0ID
Hello again René Dudfield schrieb: Hello, very nice work! I'm a bit busy myself for the next week. So in two weeks would be a good time to meet up and finish off the last things before we put it into pygame. 1.) Change the name: yes, but to what? Not sure. I'm afraid of using 'Fast' be

Re: [pygame] FastRenderGroup revised (update4)

2007-06-29 Thread Nick Moffitt
René Dudfield: > What are the main features of FastRenderGroup? Since I have read earlier versions of this code, and chatted with DR0ID in the #pygame channel about the architecture (I suggested exponential back-off as worth exploring) I'd like to have a go at this. The core of it seems to be the

Re: [pygame] FastRenderGroup revised (update4)

2007-06-29 Thread René Dudfield
Hello, very nice work! I'm a bit busy myself for the next week. So in two weeks would be a good time to meet up and finish off the last things before we put it into pygame. 1.) Change the name: yes, but to what? Not sure. I'm afraid of using 'Fast' because too many times I have seen projects

[pygame] FastRenderGroup revised (update4)

2007-06-29 Thread DR0ID
Hi Today I got the time to do the changes you have suggested in the last email. You can download it here: http://www.mypage.bluewin.ch/DR0ID/pygame_projects.html#fast_dirty1 or direct link: http://www.mypage.bluewin.ch/DR0ID/pygame/FastRenderGroup_v1.1.78.zip 1.) Change the name: yes, but to