jmk wrote:
1. Rotate 2 asteroids on one frame and the other 2 on the next frame.
Thought about this earlier today, thought it might look a bit funny.
2. Precalculate the points for 1/4 of the rotation and then jiggle the x and y to make the full set. 12 points * 2 bytes * 64 angles? = 1536 bytes per asteroid (still hefty). You could reduce the number of angles, but that would reduce the smoothness. Your ship is only 4 points, so 512 bytes for it.
Ooh, I think this is the way forward. I'm only using 32 angles, too! Shall give it a go
Existing code won't be completely thrown out: I'll still need to calculate some bits for velocities when I do those properly.
3. Do the R-Type game.
![Smile :)](./images/smilies/icon_e_smile.gif)
Heh, one day! I need some graphics to reboot my interest there I think...