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RE: [pygame] Timing...
you could try the openGL pygame mode. especialy for vector graphics like you
said. 100 objects built of lines in 2D openGL should be no problem.
I found PyOpenGL could push about 60K polygons/second on my machine...
-----Original Message-----
From: owner-pygame-users@seul.org [mailto:owner-pygame-users@seul.org]On
Behalf Of Michael Robin
Sent: Wednesday, July 25, 2001 8:28 PM
To: pygame-users@seul.org
Subject: [pygame] Timing...
(This is Windows/DirectX)
Still playing around with a simple game...
I noticed that my current game engine has "fuzzy step functions" related to
refresh rate.
NumObjs FPS
------------------------
1 60
10 60
40 57
48* 42
50 33
75 30
100* 26
150 16
200 14
* = 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
objects
move that some loops have to wait for a refresh, and some don't - causing
jerky movement.
Currently w/o C extensions, I need the speedup (about 2-4x) that
DOUBLEBUF|FULLSCREEN
and directx give me.
Any way to avoid this effect? (I assume not- kind of the nature of the
beast.)
The only thing I can think of to do is to have the game "gracefully
de-feature"
if the user chooses as-fast-as-possbile mode. I could go in a test loop and
start
removing non-essential rendered elements until I am over one of the refresh
cusps.
(I could (possibly - argh...) do this because I'm vector-based, not BMP
based.)
thanks,
mike
* ps - Okay, it's not really a cusp seeing ddx is the same sign...
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