well that would explain alot. I can only get somehwere about 20 entities 
before my framerate drops to 16-25. My project is supposed to emulate 
GameMakers engine but with python. it handles instances fine its just the 
drawing portion thats difficult for me to implement. I will have to look 
into this more. what you said kinda makes sense.

EDIT: I tried fixing what you said and it works. I understand pyglet a ton 
better now ;) thanks m8!

On Thursday, May 14, 2015 at 8:47:14 PM UTC+1, magu...@gmail.com wrote:
>
> Not to state the obvious, but is there a reason your not using Pyglets 
> build in Sprite class 
> <http://www.pyglet.org/doc/api/pyglet.sprite.Sprite-class.html>?
>
> Anyway, not quite sure about how your assigning/storing your batches, but 
> you might be over calling your batch.
> In line 46 of RunMe.py:
>
> for entity in instance._InstanceController.entity.values():
>     entity.event_draw()
>
> The purpose of a batch is to load all your sprites into a single batch, 
> and then draw them ALL in a single call, ie:
> @window.eventdef on_draw(): 
>
>     window.clear()
>     fps_display.draw()
>     batch.draw()
>
>
>
>
> Instead, you seem to iterate over each and every sprite and call the batch 
> draw repeatedly in a single on_draw().
>

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