The vwait is fine, it runs smoothly, until it gets busy.
Best I can tell is that you just can't seem to throw as much math or code at it.
I wrote a whole load of particle and sprites into the B2D version (about 1800 when it's very busy, but still holding 60fps).
In B+ the limit seems to be closer to about 1000. I tried out some speed tests, and found the graphics were no longer the bottle neck. B+ does as well as B2D if you're only throwing shapes at the screen so it must be the speed of the code or math execution. Check out the topic on sin/cos lookups for some interesting math speed tests.
Oh and I did all the declaring images as dynamic for modified images, and to speed up the copyrects that are used. This certainly sped things up a lot, but only to the limit I described above.
Best I can tell is that you just can't seem to throw as much math or code at it.
I wrote a whole load of particle and sprites into the B2D version (about 1800 when it's very busy, but still holding 60fps).
In B+ the limit seems to be closer to about 1000. I tried out some speed tests, and found the graphics were no longer the bottle neck. B+ does as well as B2D if you're only throwing shapes at the screen so it must be the speed of the code or math execution. Check out the topic on sin/cos lookups for some interesting math speed tests.
Oh and I did all the declaring images as dynamic for modified images, and to speed up the copyrects that are used. This certainly sped things up a lot, but only to the limit I described above.