Thanks for the hint. Currently the game renders 400x400 pixels, but could need to render 1280 x 1024 plus by going fullscreen in the current mode. i.e. about 8 times more, call it 10 in round numbers. A fast PC can render the 400x400 frame in around 3ms, so we’d be looking at around 30mS/frame on a good PC at full screen, which is a bit marginal. I’ll try putting a 30mS sleep in the code at the current resolution to get a feel for it
/Edit: Putting in a 10mS sleep, actually got me a frame time of 15ms (~60fps) which was still nice and smooth. Putting in a 30mS sleep actually got a frame time of 32ms (~31.25fps). However it was noticeable jerky when rotating. So, probably could increase the display area by a factor of 2 and still have decent performance on slower PCs. i.e. VGA full screen would look nice, but SVGA & XGA would only work on top end hardware. It might be worthwhile to recode to allow the window to be resized, although even this is a challenge as regards code size.
/Edit 2: Modified game to run at any size window (Not released yet). Getting 20mS frame time at XGA resolution on 2.8GHz PC. Code at 4112 bytes. Maybe start with small frame, but allow manual maximising. Worth persevering
/Edit 3: The maximise/minimise buttons on the window now work. Additionally the window is resizeable. Thus on a fast machine you can get almost the fullscreen experience. Oh, and were back under 4k again