The port to Slick2D is done!
I’m extremely happy with the results, and performance is much better.
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My primary reason for this was that OpenGL has interpolated sprite rotations.
OpenGL and Slick also make particles easier, and give me flexibility with game states.
Time to roll with this till i hit another wall
Other than that, I’m looking in on how to store my Tile Arrays to the disk instead of to memory, I’m wanting to experiment with massive worlds but cant do that at the moment because of OutOfMemory errors.