Define "slow"? Actually, I think Windows API is quite fast and efficient. Are you sure that your performance bottleneck is API itself and not your code?Originally Posted by EricLang
If I were you, I would store the game pixel map in a large bitmap; when drawing on the screen, I would draw only subset of such bitmap. For modifying map, I would simply get direct access to all pixels and modify them once per frame. You won't get 500 FPS this way, but for what you need it's one of the best approaches.
Bookmarks