Alberto
Alberto
This PR adds the Circle.contains() method for checking when a shape (Rect/Frect/Circle for now) or point falls completely inside the circle. I have also made a ltl program to test...
**Description** I propose adding three new methods to either the Surface class or the transform module (names aren't final since this is just a functionality suggestion): - [ ] `Surface.set_hue()`...
### Optimizing Multi Image Blitting In a typical blit sequence, we often need to draw the same surface at multiple positions. The current approach is: ```Py screen.fblits([ (surf, pos1), (surf,...
This PR condenses our SIMD fill algorithms a bit by removing the use of two color registers (that were the same register effectively). I measured no significant difference in performance.
## Context Following our discussion in #2208 regarding multi-draw functions, it's evident that having numerous APIs for multi-operation tasks doesn't align with our goal of optimizing performance. This was particularly...
Closes #2373, featuring: `BLEND_OVERLAY` and `BLEND_RGB_OVERLAY` flags and algorithm with: - 1 pixel at a time implementation that's hardware agnostic - 8 pixels at a time with AVX2 - 4...
Added three new C API functions: - pg_IntFromObjEx - pg_IntFromSeqIndexEx - pg_TwoIntsFromObjEx These three C API functions are supposed to be slightly faster than the current ones and have a...
I'm pleased to inform you that the `pygame-geometry` library is about to start to be officially ported to the `pygame-ce` repository. This process will be carried out in multiple phases,...
The current Rect.collideobjectsall() method is slow, like really slow, especially when compared with all the other multicollision methods:  After analysis, it became evident that the bulk of the runtime...
Most of pygame game types consist of pixel art, which oftentimes utilizes colokey blitting for effective use of pixel assets. This PR optimizes that with AVX2/SSE2 significantly. This strategy is...