Hmm.. it is fixed for both of you now i guess. Left texture files as NPOT but used tex.Options:=[toFitScale];
JC_'s notice was little different. It is not permanent framerate loss for me even if i moved window, but it piled up frametime to execute fast. I changed physics timing logic slightly and added new feature to game handler, SetMaxTick() which is now 100 by default. It depends on application i guess, if it's necessary to execute all lost ticks. But now it can be reverted with SetMaxTick(0) to ignore it.
edit: On my computer this version is drawing over 1500 walkers without slowdown at 60+ fps. They squeeze way out of the screen
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