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Re: [pygame] aargh, performance



Thanx for the help!
Not changing this resolution will save me a lot of trouble. I understand now
that blitting to the screen is the thing to be a bit carefull with. The game
has
multiple scrolling backgrounds wich make it rather slow, but I think I can
make
something to optimize that, only blitting one background where the other is
not
visible, in stead of blitting them fullscreen on top of each other.

I was using clock.tick to keep a constant framerate, but I didn't know
it could also give me the time betweeen ticks, sorry could read that in the
manual.

grtz Rob

----- Original Message -----
From: "Pete Shinners" <pete@shinners.org>
To: <pygame-users@seul.org>
Sent: Thursday, November 21, 2002 9:21 PM
Subject: Re: [pygame] aargh, performance


> Rob wrote:
>
> > But I have something to ask you pygame wizards. I'm working on a
> > platform game it runs ok now on my dual pentium2 350mhz, on 640x480,
> > I didn't attach it, because it' already quite big with graphics. But
> > anyway I fear when the game is developping, the performance is going
> > to be awful and it will take up way to much memory.
> >
> > I was thinking about using a 320x200 resolution, but my windows
> > machine doesn't allow pygame to run 320x200 fullscreen. I thought it
> > might be a good idea to blit everything on a 320x200 surface, and
> > then scaling that one up to the 640x480 display. My question is, will
> > I see a performance when I do this ? or will the scaling slow the
> > process down so it will not make a big difference ?
>
> instead of going all the way down to 320x200, you could run the game at
> 640x480, but keep a status bar or something at the bottom. chopping 100
> pixels off the screen will definitely run a few fps quicker. although at
> this point if it runs good on your 350mhz, that might be reasonable
> enough for all users? scaling the image up will probably be slower than
> just running natively at 640x480. your game is being limited by SDLs
> speed of drawing to the screen. if you scale or not, it still has to
> fill the whole screen with an image.
>
> > also I would like to ask, if anyone has any tips on building some
> > kind of timer to see what is the actual framerate of the game
> > running. Right now it's kinda hard to see any performance changes
> > when i change something in the game.
>
> the pygame.time module has a "Clock" object you can use. create a new
> clock object, then every frame of your game call "myclock.tick()". when
> the game is running you can call "myclock.get_fps()" and you will get
> the running framerate. the clock can also track the number of
> milliseconds between the current tick() and the previous one. it can
> also do "framerate limiting" to keep your game from running too fast on
> quick hardware.
> http://www.pygame.org/docs/ref/Clock.html
>
>
>
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