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Re: [pygame] pygame performance
On Thursday 19 October 2006 04:14, Bob Ippolito wrote:
> There's always ways to optimize things later. Write the code. If it's
> not fast enough, *profile* the code to see what's not fast, and take
> steps to optimize that part of the code.
>
> Sometimes using psyco is going to be enough, depending on which
> platforms you care about. Otherwise you could change the rendering
> strategy to use OpenGL (which is still the fastest way to do anything,
> even in 2D), or writing some of the tight loops in C or C++ (possibly
> via Pyrex).
This is very good advice and bears repeating through just quoting it again :)
I should also note that I've written quite a number of action-oriented games
in Python now and have *never* had to resort to coding parts of them in C or
C++.
If you find your game is slow and you can't figure out how to improve
performance, I recommend asking for advice on this list. That almost always
results in improvements.
For example: I went down the re-coding-in-C path once a long time ago when I
was writing a 3D game. I coded a number of parts of the low-level rendering
in C in response to poor performance. Then someone clued me in to OpenGL
display lists. I ditched the C bits because they were *slower* than using
display lists.
Richard
ps. there's a wiki page somewhere out there that lists python game speed tips.
I know there is. I can't find it though :(