Thanks for the input, my game is a 2D platformer but it works like an RTS game, that is, all the sprites have to be updated all the time for a good reason. I actually found out why the game slows down, its because I was testing my game with hundreds of sprites on the screen at one time, and since half of them were mirrored, it slowed down the framerate. For some reason the GeForce 256 card doesnt support mirror blitting in hardware, so DX does it in software which if slooowww );. Although I am using very old drivers, ill try updating the drivers and see if that fixes my problem.
As with my other question, which is the best way...
UpdateVel(WORD n){ float newXVel; WORD ... long ... // Here im using lotza temporary vars, // minimizing struct vars. newXVel = Character[n].XVel + 10.0f * Delta; Character[n].XVel = newXVel;Character[n].XPos += newXVel;} }[/source]Would it be better to do it this way...[source]UpdateVel(WORD n){ // Here im using no temporary vars, but im // using more struct vars. Character[n].XVel = Character[n].XVel + 10.0f * Delta; Character[n].XPos += Character[n].XVel;}