Another thing that might help would be to optionally memoize some or all of 
the computations produced by a sprite rotation?

On Wednesday, March 30, 2016 at 2:04:37 AM UTC-4, Benjamin Moran wrote:
>
> I just tried a simple hack:
>
> A self._prev_rotation attribute is added to the sprite. The rotation 
> values (sr, cr) are also saved as self._cr and self._sr.
> If the self._prev_rotation is != to self._rotation, then these values are 
> recalculated. If the rotation value has not changed,
> then the previously saved attributes are used. This saves a bit of time 
> for sprites that are rotated, but only move on the x or y axis, because 
> three calls to the math module are skipped. 
>
> Benchmark results: 
> Rotate Sprite only: 8.33312895099516
> Move Sprite only: 4.476478230004432
> Move Rotated Sprite: 6.912901834002696
>

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