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.

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