Leif Theden

Results 34 comments of Leif Theden

I think the way forward would be retiring the surface/blit concept and start teaching how to use SDL2's excellent Renderer. It will offer a gentle introduction to GPU programming and...

If you have something similar to pygame's sprite and group system, I don't think it would be too difficult, as SDL2s renderer is not much different conceptually. On the other...

The way forward is with hardware rendering.

Hello~~. I'm the author of pytmx and pyscroll. I'll investigate if I could possibly not require the mask module, or optimize it for pygame_sdl2. https://github.com/bitcraft/PyTMX/issues/78

Maybe render everything at 1280x720 and scale it to the larger size each draw?

Is your project using surfaces and blitting? The old software API is out of date, and the most likely cause of any slow performance.

pygame/sdl 1.2 have very optimized code for x86 processors that can blit surfaces very quickly (still very slow compared to a GPU). there isn't the same amount of optimization for...

@powewal this thread contains some insight: https://github.com/renpy/pygame_sdl2/issues/36 In general, pygame_sdl2 is slower with software rendering, like drawing lines and blitting surfaces. For a real improvement in speed, you should first...

Ok. Thanks. It is hard to read the code. In any case, the other points still apply, that drawing should be cached, and eventually moved to the render API. SDL2...