> I'm not an expert and I never look for more than 60 FPS, meaning that if > I can get them constant... it's perfect and I'm happy :) > > I'd agree. But for just the rough sketch, I'd like things to be going as smoothly as possible to leave room for more complex game logic later. The 90 fps with colored polygons is fine, but the 40 fps with textures and no game logic really isn't so hot.
> The first "non performant-wise" thing I can see is that you're updating > the physics on_draw and you should be doing it on update and setting it > to the times you want it to happen per second. > > That is a good point. I had it the way it is to see what the maximum fps is, but it would be better to cap it and keep it steady. Also, in the future I'll separate the physics step from the rendering so that I can run several physics step per frame and get smoother, more accurate physics. Since the rendering is the expensive part, this should be fine. I don't know how Pymunk works, but I can see your entities.py is using > Batch, so I guess that's OK (although you're setting blend behaviour and > other stuff in each draw call and it would be enough to do it once). > > Again, good point. I had some problems and doing it this way was a temporary fix that I forgot to go back to. It might actually make a difference AFAIK. Thanks, Elliot -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To post to this group, send email to [email protected]. Visit this group at http://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/groups/opt_out.
