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Re: [pygame] Pygame, pyglet, 2d, 3d, and performance (reflexions/discussion)
On Sun, Feb 12, 2012 at 5:25 PM, Santiago Romero <sromero@xxxxxxxxxxx> wrote:
> Pygame performance (and SDL, and almost any 2D-programming technology before
> it) it's a bit about CPU power. Ok, GPU cards help blitting, but notice that
> almost all SDL/pygame games are medium resolution (640x480, 800x600),
> usually fullscreen, and maybe higher resolutions for more static/non
> scrolling games.
> 3D games work nicely with either FullHD/HDready resolutions and you can
> select easily the playing resolution and everything scales nicely. Also, 3D
> games benefit a lot from GPUs acceleration and you can run them at high
> resolutions at 60 fps and the GPU makes a lot of the job.
> 2D games are a "pain in the ass" to make them multiresolution and scale very
> bad to high resolutions (in terms of speed).
> I'm starting to wonder how many time can I continue writing 2D programs with
> the classical 2D approach. I'm wondering if maybe I have to write 2D games
> by using 3D technology (opengl) to render sprites as faces in cubes with a
> background-cube and a camera pointing in a "2d view". Some libraries, like
> pyglet / cocos2d use this approach.
> My problem is that I like and prefer the "romantic-classic" pure 2d
> approach. The pyglet/cocos idea of actors, scenes and 2d-3d modelling is not
> as nice for me than the classic "oldstyle" approach... but that 3d approach
> really works and their 3D-2D games work in high resolutions at full speed
> and in pygame you can suffer creating a hires multilayer scrolling game at
> 60 fps...
Another nice library you can use is PySFML, programming in it is
somewhat similar to pygame (compared to pyglet which I have tried just
a little, no idea about cocos) but with opengl behind it.