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Re: [pygame] Optimising a tile map renderer



One other trick, is to try the Surface.scroll() method.

For example, create a big off screen buffer, blit all of your tiles to
it, then just blit the visible part to the screen surface.

There's a few tile map renders that are quite fast floating around.

cu.



On Fri, Mar 5, 2010 at 11:12 AM, René Dudfield <renesd@xxxxxxxxx> wrote:
> Hi,
>
> can you try a lower colour depth?  What are the images like?  If they
> don't have many colours, perhaps 8bit or 16bit will do.  8bit can be
> especially fast with RLEACCEL.
>