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Re: [pygame] Some particle system insights
ShredWheat writes:
>
> the other thing you might try is using the fill function to fill
> a 1x1 rectangle. i'm curious how it compares in speed with the
> other two.
As my friend Kodos from the Simpsons says, "Holy Flurking Schmit!"
That's even faster than set_at, and it will maintain its speed on
hardware video surfaces. I'd forgotten about fill. I'm sold.
> also, what depth of surface is this? i'm curious if it is 8bit?
> also, are the bullet colors constant or varied?
>
16 bits, all bullets are the same color. (although... nah. Too disco.)
> yeah, i noticed when writing aliens that i could get a big speedup
> by letting pygame loop over my rectangles instead of python. hence
> the two Rect functions, Rect.collidelist() and Rect.collidelistall().
> I've heard it mentioned before (and i mostly agree) that these are
> some ugly function names. collidelist() is good for finding if
> any rectangles overlap, collidelistall() is good for finding 'all'
> the rectangles that overlap.
Yes, these are excellent functions. Actually, I don't have a problem
with the current names. The old names... well, colliderectall is funny
the first time, but the fiftieth time you type it...
> perhaps the easiest road here would be to add some collide functions
> for lists of points in the Rect. two questions then...
>
What I was looking for was actually the opposite - collide a single
point vs. a list of rects. It looks like fill is the way to draw fast
1x1 squares while maintaining the rect advantages, so this isn't that
important to me anymore.
> i never closed the door on this issue when writing pygame. it
> definitely is in the category of 'tackle it when we get there'.
> i suppose that now we are "there". :]
Well, that depends. I'd be interested in hearing how other people are
getting along with pygame's collision-related routines.
--
David "Futility [D!]" Clark | If I was beautiful like you |
silenus@telus.net | I'd be quick to assume |
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