In my experience I use this scheme and it helps.

I use multiple layers specially those that serve as the background.
Then I only "redraw" the layer that need to change. In this case I do not
force the player to scan/redraw the whole SVG.
Note:
Every time updating the player does not know which and which. A pixel may be
drawn multiple times of background and in order to come to the final
foreground colors You want to avoid that...

The drawback of this scheme is:
- You may have to maintain multiple SVGs.
- More SVG external javascript coding.

There is only few style and attributes items that actually affect the
drawing but I have scanned thru thousands of SVG files. Many of them (99%
plus) have lengthy attribute and lengthy style. It does nothing but only
wasting the CPU time. Remember: the player need to maintain all of them
cascadingly (you also want to avoid that too)


Hope it helps.
Phi.


On 9/21/06, Sylvain Rouillard <[EMAIL PROTECTED]> wrote:
>
>   revelonshift a écrit :
> > No CSS usage in my game. Some other tips please?
>
> avoid transparency like the plague.
>
>
>
>
>
> __________________________________________________________
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-- 
Phi - Tran
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