if(Player.x_vol*Player.x_vol+Player.y_vol*Player.y_vol < Player.Max_Speed*Player.Max_Speed)
Player.x_vol += ((float)sin((Player.Direction-1)*10 * 3.14159/180)*Player.Acceleration);
Player.y_vol -= ((float)cos((Player.Direction-1)*10 * 3.14159/180)*Player.Acceleration);
There are two problems. First of all, they can go slightly over the max speed. However, I am not really worried about that. Second, every time they hold down the up key it has to use multiplication. Will this reduce the speed on slower machines significantly? If so, what is another alternative? Thanks.