I dont' know what affect debug mode had, but I did find my textboxes were causing the periodic slowdowns. I was using the Text command to write to a texture and showing this, and that is SLOOOWWWWWW!!!!. Every tenth of a second when my clock updated, Wham, 30+ ms taken drawing a 100x50 pixel 2 digit counter!
A different text engine, writing to backbuffer and copying to texture, improved things. Optimally I ought to write straight to backbuffer after rendering, but my results were very good.
I overlooked this bottleneck on my system as I wasn't expecting it. I timed all the loops and physics and complex stuff, but didn't time my one call to Draw_Text(). Only when I worked systematically through every block of code did I isolate the problem and manage to get a fix. I can only suggest you do the same, find exactly what line is causing your periodic slowdown, and then find a fix. I don't know what differences debug mode makes, but I'm thinking that slowdowns can be traced to programme behaviour, and so can be fixed. It's not terminal bug in Blitz3D as I first feared when this monster reered it's ugly head.
A different text engine, writing to backbuffer and copying to texture, improved things. Optimally I ought to write straight to backbuffer after rendering, but my results were very good.
I overlooked this bottleneck on my system as I wasn't expecting it. I timed all the loops and physics and complex stuff, but didn't time my one call to Draw_Text(). Only when I worked systematically through every block of code did I isolate the problem and manage to get a fix. I can only suggest you do the same, find exactly what line is causing your periodic slowdown, and then find a fix. I don't know what differences debug mode makes, but I'm thinking that slowdowns can be traced to programme behaviour, and so can be fixed. It's not terminal bug in Blitz3D as I first feared when this monster reered it's ugly head.