You are of course correct that vastly more time is spent in the handlers rather than in the event loop. It still doesn't change the fact that the event is sort of "out of the hands" of the regular developer and should operate as quickly as possible (it's in C in some frameworks). In this case I would just think that "optimizing" the event loop is a simple enough thing that it might be worth considering. :) . Griatch
On Friday, June 13, 2014 1:46:27 AM UTC+2, Greg Ewing wrote: > > Griatch Art wrote: > > Considering the time-critical aspect of the run loop, it surprised me to > > see it doing variable referencing every step of the loop. > > Have you done any timings on realistic game code to see if > this is really a problem? I wouldn't expect a typical game > to spend much of its time executing the event loop itself; > most of it would be spent in the handlers called from the > event loop. > > -- > Greg > -- 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/d/optout.
