Hello,

I'm using pyglet to make an old-fashioned 2D RPG engine. A map is made of 
layers (up to 10), each layer is made of tiles (21 * 15 tiles). A map can 
be big (more than 100 x 100 tiles), and sometimes infinite (toric).

The map is rendered in a single batch, each layer is attached to an 
OrderedGroup. 
A tile from a layer is attached to a sprite (in 'static' mode), but I keep 
only tiles that are effectively on screen (in a list). When a tile goes 
outside the screen, the sprite is destroyed (it's removed from the list so 
I suppose it's destroyed since there are no references on it anymore), and 
to the contrary, when a new tile comes inside the screen, I add a new 
sprite to the group. I've read they are slow operations, but I don't see a 
better way (the maps are too big to keep all the sprites).

My problem is that I have performances issues for the biggest maps : I 
reach at most 5 fps, where I'd like to have 60. Event for smaller ones 
(only 3 layers), I get 30 - 40 fps.

Am I doing it the wrong way (and if so, could you please point me better 
ideas) or is my goal clearly unreachable using Python + pyglet, and would 
require C++/OpenGL code ?

Thanks in advance !

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