Request: Move to "in progress" area. [NOTE: link to project is on the start of the thread.]
I've restarted work on this project after a long break. Unfortunately, I think I'm overtaxing the cpu with the result being that the sound occasionally breaks up, sometimes stuttering rather badly for an extended period. I have a pentium 4, 3.2 GHz, 3GB of RAM. This was purchased almost 10 years ago, so maybe most other folks won't have the problems I'm having? The game usually is consuming from 60%-80% of my home computer cpu.
I have questions about possible strategies for optimization:
How much of a pickup might there be, going from passive (currently) to active rendering, using Java2D? Should I instead go straight to Libgdx or Lwjgl?
I'm wondering if maybe the Java2D can still be made to work and leave enough cpu for smooth audio. There are a few things that I'm doing that may be needlessly adding stress:
(1) separate drawImage() methods for the stars, there are 600--though StumpyStrust tutorial (http://www.java-gaming.org/topics/java2d-clearing-up-the-air/27506/msg/246444/view.html#msg246444
) suggests that this shouldn't be too much of a problem until you get to 4k image particle systems and the like. (Could just print as a single graphic, but I don't want to lose the twinkling animation if I can avoid it.)
(2) redrawing the "scrolls" every frame with their vibrating Simplex textures.
(3) There is a fair bit of drawing over existing drawings--hitting some pixels two or three times when only the last will show.
Thoughts? Encouragements? Thanks!