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Re: [pygame] Scrolling

Yes. This is what I did in Gummworld and the automagic render clipping
was very efficient.

However, I learned I needed to apply additional test-scope
optimizations. For example, if you have many impassable objects on a
large map, without inventing optimizations you will spend much time in
calculations--especially in detecting collisions and updating
sprites--even though they are clipped by the renderer. Fundmentally,
it makes sense to exclude off-screen objects from expensive game loop
grinds unless they truly require constant updating.

I do not know if this will present less of a performance problem with
OpenGL. I have no experience with it.


On Mon, Aug 3, 2009 at 5:58 PM, Yanom Mobis<yanom@xxxxxxxxxxxxxx> wrote:
> so... blit them all to the screen and change their x and y values as you
> scroll?