Thanks for the feedback. My original system created and deleted type instancces for the bullets with no problems- not ideal perhaps but it worked fine with many more bullets than I have now. I don't know how blitz implements a copyentity internally, but I can hardly believe that creating say 200 copies of a quad, deleting them one at a time while creating say 200 more can bring my machine to its knees for what appears to be lack of memory. This is fragmentation on steroids. Any more ideas? Perhaps its the whole lack of 'single surface' thing?
3D sprite slowdown - heeelllp!!
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