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(This is Windows/DirectX)
Still playing around with a simple game...
I noticed that my current game engine has "fuzzy step functions" related to
* = cusp
This only happens when I am FULLSCREEN.
(Curiously, it doesn't matter if I choose HWSURFACE or not.)
When the # of objs is on a cusp, it's very obvious from looking at the
move that some loops have to wait for a refresh, and some don't - causing
Currently w/o C extensions, I need the speedup (about 2-4x) that
and directx give me.
Any way to avoid this effect? (I assume not- kind of the nature of the
The only thing I can think of to do is to have the game "gracefully
if the user chooses as-fast-as-possbile mode. I could go in a test loop and
removing non-essential rendered elements until I am over one of the refresh
(I could (possibly - argh...) do this because I'm vector-based, not BMP
* ps - Okay, it's not really a cusp seeing ddx is the same sign...
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