Ok so long story short the JOGL api gave me to many seizers so I have switched to java2D in hope of porting it to jogl later. Unfortunately that benefit of JOGL was some awesome performance averaging around 3% on my computer. Now that I’ve switched to java2D its averaging around 70%.
Anyway the problem.
Right now every loop the game calls:
affineTransform.rotate(Math.toRadians(this.rotation), image.getWidth(null)/2, image.getWidth(null)/2);
To rotate the “player”. I was wondering if I could save all the rotate instances when the game loads thus reducing the epic load on the game loop.
Also the background is smoothed out by interpolation(I think) which I stumbled upon by accident so if anyone know about how much processor power it requires?
Anyway I’m new so go easy.
Thanks to Kevin Glass for those tuts. After I stumbled upon them, this has become a bit of a hobby.