Yeah theres some minor issues with lower resolutions and DX tabbing things that needs to be addressed. No worries though, I will get that all good. It's my first time using directx and I had to study it like mad to get it to where it is. I know theres some optimization i can do to better improve it as well, but for now the FPS is alot greater and more stable. From what I can tell the GE also needs to be optimized (thats game play stuff and other things) as well, but that can come after.
For the most case the base is 64FPS on the game engine, and graphics engine will attempt to stay at 64FPS, but will be playable at lower FPS. Soon as I adjust everything to be 64FPS, trompete is going to adjust it so the display engine will be happy at lower then 64FPS.
And yeah, most graphics do need to be done as SF is made 'frame by frame'. I'll probably see if theres a quick solution for making images delayed instead of 'frame by frame' for the most case. This was more just a demonstration of the smoothness

The thing is though we should embrace having more then 16FPS for images, make them smoother looking, etc. 36 rotations is 10 degrees per rotation, which is fine for 16 FPS, but in 64FPS, it looks choppy. You can still use it, but its choppy compared to the smoothness of the game. As for self rotating items like colony images and debris, I'm going to be redoing those to rotate alot smoother. It will look 10x better. You can probably get away with 72 rotations, but for the new ships there using 180 rotations, as I found this was the very smooth and gives a 2 degree arc, also gives more customization to where you want to fire too. Not so radical turns. I did try 120 rotatations (3 degrees), but I noticed a minor non 'smoothness' to it and I'm pretty set on making it as smooth as possible. 360 rotations was not different from 180. File size isn't a big issue using PNG files either compared to BMP.
Though in the future I'd like to use ONE image that rotates on its own, theres two issues with this. I need to add anti-aliasing (which smoothen out the image rotation) and image lighting, as all the images have there own 'special lighting' when rotating. The issue here is I thought that you could probably add sun 'sources' and make your own image lighting using directx, but this is more of a thing that uses SHIP MODEL FILES rather then SHIP IMAGE FILES to process the lighting properly. But we'll leave it for now. If I ever 'do' support models, I will always have it supporting image files too for people who'd rather use png/bmp/etc
Alot of issues were solved though, adjusting to 64FPS causes alot of issues with gameplay which I'm about half done. Also making it easier in the future if we ever need to adjust the max fps again, though I doubt we'll need to, its just better that way
