There is also the tile mapping built into cocos2d (built on pyglet)
which supports a number of viewport types.


     Richard

On 23 September 2011 06:38, Warren Runk <[email protected]> wrote:
> Read this thread (in particular post #7 from Alex), and take a look at
> Alex's linked makeme code. You need to use actual opengl geometry with a
> batch.
> http://groups.google.com/group/pyglet-users/browse_frm/thread/af5cf699302239e2/0a26c8b9fbb8f7e5?lnk=gst&q=makeme#0a26c8b9fbb8f7e5
> This is definitely possible, but you have to only render a portion of the
> whole map as things scroll.
>
> On Thu, Sep 22, 2011 at 6:01 AM, Gary Daniels <[email protected]> wrote:
>>
>> I'm trying to determine if the following is feasible with pyglet:
>>
>> 1) 16x16 tiles
>> 2) Resolution of at least 1440x900
>> 3) Huge map size (5000x5000)
>> 4) Maintain 60fps
>>
>> I have it working now, but the frame rate drops to the mid-20s and it
>> flickers a lot even with vsync=True (much more in Kubuntu that
>> Windows).
>>
>> I'm building the initial screen in a Texture, then blitting it. As the
>> screen scrolls left (for example), I grab the appropriate region of
>> the texture and blit it back to itself one tile width over, then fill
>> in the newly empty space with tiles.
>>
>> Is there a better way to do this?
>>
>> My map is a simple list that contains lists of tile index
>> [ [1,1,1,1,2,2,2,3,...], [3,4,4,4,2,2,2,3,...]]
>>
>> I looked at other libraries, but the maps are too large to keep the
>> whole thing rendered in memory.
>>
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