René,
Just like music, the only way it's possible to play games or write code
together is when there is mutual trust. Hopefully friendship and
understanding soon follows. In this way our universe is enlarged by our
peaceful encountering of each other. That's why diversity is a strength
and toleran
Hey hey,
https://twitter.com/pygame_org/status/1499169888388141060
What do you think?
Hi,
Thanks to everyone for the suggestions. Many different things to try out.
I'll probably start by eliminating all my checks and see how that goes first.
Irv
> On Mar 1, 2022, at 3:02 PM, Irv Kalb wrote:
>
> I am developing a game but I'm running into some cases where the game slows
> do
Drawing thousands of sprites is pretty quick with OpenGL, but much harder
with Pygame. If you draw stationary sprites to a surface once, then draw
that surface to the screen each frame you can avoid a lot of drawing calls.
If collision detection is slowing you down, you can use something like a
Sp
Perhaps you should reconsider your decision not to use a simple
colliderect. It'd be much more efficient (as the general case is
certainly not a high number of entities on the edge of the screen) to
.colliderect() with the edges of the map, and process those specially.
Also beware drawing very
If the ennemies are generated randomly, and if you are sure they are the
bottleneck of the FPS, you could generate them dynamically as the character
progresses through the world.
Otherwise, you can divide your world in multiples rects the size of the screen,
and link each ennemy to the "screen