On Dec 2, 4:12 pm, "Luke Paireepinart" <[EMAIL PROTECTED]> wrote:
> Is it too late to add widescreen support?  This looks really cool
> (I've never played the game though) but 4x3 on a 16x10 monitor doesn't
> look very attractive :)

well this thread is not supposed to be about what i already can do but
rather about what the engine still severely lacks: performance.

but one of the current feature is that you can freely resize the
window to EVERY resolution possible - so whatever native resolution
you have it will work fullscreen and still look good.

today i also just tried out to render all the stuff with rabbyt but
afaik it lacks vertex buffer objects and does all gl calls on EVERY
sprite draw - so with 10k draws i'm back to below 20fps again even
though the calls itself are much faster. maybe the native gl calls
rabbyt does in contrast to slow ctype calls of pyglet will save me
with my issues but then again i'm lost without having vertex lists for
as little gl calls as possible. any ideas?
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