On Thu, Sep 12, 2013 at 7:25 AM, Paul Pittlerson <[email protected]>wrote:
> I'm trying to make a huge menu, but noticed at around >100 items I notice > lag and frame rate drop. The idea is to have something like a list of maps > / arenas to choose from inside a game, which can grow large especially if > the user uses the mapeditor a lot. > > Any ideas / comments please? > http://pastebin.com/wBaC7xd7 > Running with vsync=False I see 600+ FPS at the main menu, 70fps at the long menu. This is an integrated video, still I can see how it can run sluggish with even weaker gpus. I think the reason is menu subsystem not using batches: it does not use the cocos BatchNode / BatchableNode nor the pyglet batch. As for inmediate workarounds: - you can test if using some external GUI solves the problem. If I remember correctly kytten gui [0] uses pyglet batches, and Devon wrote a nice adaptor for cocos, which you can grab from cocograph [1], a map editor. (the adaptor is dialog_node.py ) - another gui, directly supporting cocos, is nwidget [2] - break the long list in subsets, user select 1st subset then map If you feel like that, you can refactor the cocos menu subsystem to use BatchNone / BatchableNode and submit a patch ( /hides ) [0] http://code.google.com/p/kytten/ [1] http://code.google.com/p/devdev-python/ [2] https://github.com/shadowmint/nwidget -- You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/cocos-discuss. For more options, visit https://groups.google.com/groups/opt_out.
