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Re: [pygame] Faster blitting



A significant performance boost is achievable by caching intermediate
render results in your render function's dependencies. For an RTS-type
map, you'd then go render the map once when loading, instead of every
frame and save the amount of work to be done. You might even want to
passively detect dependencies and evaluate what parts of your render
pipe need to be updated with reasonable performance.
Which brings me to another suggestion: Do we want this kind of
infrastructure in a pygame.RenderSurface? - that would have a rect
position, maybe a target surface and a subsurface state stored and
pygame would figure out internally what it takes for an update based
on what was changed.

Sorry for ridiculing the original post. I was tired and OP made it
sound like homework for someone else, which happens far too often in
many projects.

cheers!
mar77i