You're right, I was a little fast there, sorry.
I downloaded your project, and it didn't take long to figure out that your two biggest culprits are Player::show_particles and Star::show.
There, that should help you come up with a minimal code that reproduces the problem.
I found the code pretty messy, so I didn't poke around for too long, but you do have a whole bunch of implicit casts that the compiler complains about. Maybe fixing those would be a good start.
Hope that helps!
Thank you,
Yes, the code is messy as this was my smallest, earliest build of the project that now is about 8K lines, divided into 20 header and cpp files, using a lot of images and sprites, I thought for my purposes of transitioning to SFML from SDL it will be okay if I try to convert this.
Obviously the show::particle took up most resources, especially since I (purposefully) increased the total particles shown 20x, to measure performance. In the SDL build it was going fine, here not so much.
on the gamedev forums I have actually been told, that the reason for this to strain SFML so much is because what opengl calls are made for each created particle, which is quite expensive.
They too suggested that I transition to SFML 2.0, as it is supposed to handle handle object sharing the same image much better, as Laurent also have told me about it earlier.
So now I am in the middle of trying to build SFML 2.0, then I will try to learn the new input functions.
After that I take a deep breath and rewrite my up-to-date build to SFML2.0.
Thanks for all your help, I won't go further into this particle drawing performance issue until I have fully transitioned my whole project to SFML 2.0.