On Wed, Mar 5, 2008 at 2:13 AM, Ben Sizer <[EMAIL PROTECTED]> wrote: > > On Mar 4, 1:56 am, "Alex Holkner" <[EMAIL PROTECTED]> wrote: > > > On Tue, Mar 4, 2008 at 12:46 PM, Snor <[EMAIL PROTECTED]> wrote: > > > > > I've previously used pyglet and implemented a main loop myself. As I > > > have been creating games that run at as high a frame-rate as possible, > > > I was updating the screen every frame using a routine in the main > > > event loop. > > > > > I was wondering how exactly I call code to be executed every frame > > > when using pyglet.app? > > > > pyglet.clock.schedule() > > > > If you want even more control, you can subclass EventLoop and override > idle(). > > Do either of these methods guaranteed to get called as often as they > would if you put them directly into your own game loop?
There's no such guarantee -- if you're ignoring user input and rendering something trivial to a single window (worst case for EventLoop) you can measure a small performance degradation (you would not notice it). For any app with non-trivial rendering, multiple windows, or that responds to mouse events, EventLoop is either not measurably different or is more responsive. (Notwithstanding a bug in the current OS X EventLoop implementation). > > I'd check the docs myself, but pyglet.org has been unreachable for me > for 2 days now. I'm guessing it's a local problem though since nobody > else has mentioned it. Poo. It does seem to be down. Docs are downloadable from http://code.google.com/p/pyglet in the meantime. Alex. --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "pyglet-users" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~----------~----~----~----~------~----~------~--~---
