I came a long way and I'm quite happy with what I have now. By making
my own experiments and trying out a lot of ideas i think I finally
managed to do a well performing engine for my needs.

http://tinyurl.com/6yeb2r

This is 11k GL_QUADS and I still have 19fps and can move around the
map without significant performance drops - I think it's still
playable fast and that is with the biggest resolution possible
(1920x1200) and one of the most crap hardware nowadays: X3000 gfx and
800MHz intel. As the player will probably have better gfx/processor
combined with a lower resolution and will effectively never play (only
have an overview) when 2x zoomed out I'm very happy with my results.
When zooming to normal and having normal resolutions like 1280x1024 i
draw at 80-120 fps so everything fine there.
I achieve this with vertex lists that i resize and fill on demand and
this is surprisingly fast - no vertex list migration and stuff there.

Now for the next step I need additional advice. Currently I use two
texture atlases - one 1024x1024 for the map tiles and one 2048x2048
for the map objects. Now I would like to create these textures
dynamically while loading the game - I want to dynamically add new
textures as needed as on very large maps 2048x2048 for the map objects
will not be enough. I also want to store animation frames in the same
texture. Is there a way besides try/except the atlas.add() for knowing
how many images will fit into my texture or for knowing if these new X
animation frames will fit? Is there a way to test this besides waiting
for an exception in batch.add() ?

Second I need some advice for my vertex lists. As I will manage a
dynamical count of them it will be possible when moving around a map
that no object for a vertex_list will be drawn which will result in
resizing it to zero - which is not allowed. I would have to insert an
invisible dummy object into this vertex list every time zero quads of
this list are to be drawn, right? Is there a more elegant way than
doing that?
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