On Wed, Oct 6, 2010 at 10:01 PM, Crispin Wellington <[email protected]> wrote: > In fact an even better way would be to keep a static set of tiles on the > screen, not move them, and instead change the images on them to reflect the > tile, rather than moving the background tiles around. That way the dungeon > map can be as big as you like without needing any more tiles.
This sounds interesting. I did things the way I did because I read about the performance penalties of shuffling sprites between batches and groups. I guess I assumed there would be a performance penalty for changing the image in a sprite too, but it occurs to me that updating ~500 onscreen sprites with new images could easily be more efficient/better than storing 40,000 sprites in memory. Very good advice, thanks again -- 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.
