I am back at this and experimenting with using sprites for each tile. I am running some tests and have about 5k sprites on the screen. If they are static, I am getting around 500 fps. If I run through a tight loop and just increment their x coordinates, the fps drops down to about 30.
If I take out the change of the x position but still run through the loop each frame, the fps stays around 450-500. I traced through the code a little and it seems as though changing the position runs quite a bit of code. I've tried Cython, C extensions, the code from "Make Me", etc. I can't seem to get any better than 40ish fps at 1440x900 and 16x16 tiles. The C++ library I am testing uses a sprite class that has all the tiles in a single texture and you set the current frame then call sprite.draw(x,y) 5,000 times, rather than using 5k sprites. Is there a way to do something similar in pyglet? -- 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.
