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I. Learning to Program > 12. Using tkinter for Better Graphics

Chapter 12. Using tkinter for Better Graphics

The problem with using a turtle to draw is . . . that . . . turtles . . . are . . . really . . . slow. Even when a turtle is going at top speed, it’s still not going very fast. That’s not really a problem for turtles, but it is a problem for computer graphics.

Computer graphics, especially in games, usually need to move fast. If you have a game console or you play games on your computer, think for a moment about the graphics you see on the screen. Two-dimensional (2D) graphics are flat—the characters generally move only up and down or left and right as in many Nintendo DS, PlayStation Portable (PSP), and mobile phone games. In pseudo-three-dimensional (3D) games—ones that are almost 3D—images look a little more real, but the characters generally move only in relation to a flat plane (this is also known as isometric graphics). And, finally, we have 3D games, where the pictures drawn on the screen attempt to mimic reality. Whether the games use 2D, pseudo-3D, or 3D graphics, all have one thing in common: the need to draw on the computer screen very quickly.


  

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