There is a tutorial on using RenderUpdates here (scroll down to the RenderUpdates part): http://kai.vm.bytemark.co.uk/~piman/writing/sprite-tutorial.shtml
Yes, you use the RenderUpdates as a group. Also... instead of calling pygame.display.flip() call pygame.display.update(list_of_dirty_rects) On 6/13/06, spotter . <[EMAIL PROTECTED]> wrote:
I have to try and profile the code in the coming days, thanks for the link. The images are converted (i just added that part). As for rendering the sprites, I am a little cofused.. my code looks like this : enemies = pygame.sprite.Group() then ..enemies.update(salt,pixels) for RenderUpdates, would i use enemies = pygame.sprite.RenderUpdates() ? and to update it I would use enemies.draw(salt,pixels) ? Also, if that is correct, would I have to change the update method to be called draw() ? Kamilche, is your game now written in pygame? If so, 400 fps is pretty good...lots of optimization, i guess.. Thanks..s. On 6/13/06, Kamilche <[EMAIL PROTECTED]> wrote: > Rene Dudfield wrote: > > Try profiling your game to see where/if it can be sped up. > > http://www.pygame.org/wiki/Profiling > > > > Do you use dirty rects using sprite.RenderUpdates? Do you convert() > > your images? > > > > > > Yeah, you can't get away without doing optimizations, even in C. I know, > I wrote a C engine before I switched to Python! > > I'm doing full screen, 32-bit color in a 1024x768 window with an alpha > channel on every graphic... and I'm sitting at about 14,000 fps. That > number is misleading because if the screen were fully loaded with > something moving every frame, it would drop to 400 fps or so... but the > trick is to not fully load it. You HAVE to put a throttle on your > graphics, to get any kind of speed out of it. > > --Kamilche >