I'd like to give my input on this, I've been using pyglet to create a
map editor and I made a tilemap class where each tile in each layer is
a separate sprite. I even drew a grid over the tile map by having a
layer of spits where the image is a 1px black outline drawing at 180
opacity resulting in a grid of 2px black lines. the end result is
literally thousands of sprites but I have no slow downs yet. obviously
you don;t want to use unnecessary sprites  but it seems that with
intelligently used batches you sprite budget can be in the 100,000.

On May 5, 6:50 am, claudio canepa <[email protected]> wrote:
> On Wed, May 4, 2011 at 2:39 PM, Peter Enerccio <[email protected]> wrote:
> > Actually, I had the same problem.
> > I wanted to tile my screen, but moving around (with mouse drag) was
> > terrible with more than
> >  sprites. So I used PIL as well to make big picture and use only one
> > sprite.
>
> > (But I am using Cocos)
>
> In Cocos similar gains are possible when using batches, 
> see:http://progcc-en.blogspot.com/2010/11/sprite-performance-in-cocos-and...
>
> Also, cocos trunk has better sprite behavior, for numbers look at the next
> article in that 
> blog:http://progcc-en.blogspot.com/2010/11/faster-cocos-sprites.html
>
> You don't mention how you were doing the tiling:
>   . your own ?
>   . using classes in cocos.tiles but not ScrollableLayer ?
>   . using classes in cocos.tiles and ScrollableLayer ?
>
> In the first you must provide explicitly a batch or  BatchNode,
> in the second you should provide explicitly a batch,
> in the third the batch is provided by ScrollableLayer, but being that cocos
> tilemaps uses sprites the performance should be much better using current
> cocos trunk.
>
> (sorry for the  slight OT)
>
> --
> claudio

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