Assuming you already have the best-choice algorithm, what low-level solutions can you offer for squeezing the last few drops of sweet sweet frame rate out of C++ code? It goes without saying that ...
Assume that each Box object has the properties x, y, width, height and have their origin at their center, and that neither the objects nor the bounding boxes rotate.
By profiling my game, I see that the vast majority of the execution time of my hobby game is between the blit and the flip calls. Currently, it's only running at around 13fps. My video card is fairly ...