Laptop vs Hyper-V

As a way of checking that the stuff I’m posting on GitHub, I’ve been downloading them onto a laptop and testing them.
The laptop is a seven year old Toshiba that was re-purposed from Windows to Ubuntu 18.04 LTS, the same version as I’m running in a Hyper-V session on my main development PC.
Although the laptop is older and only running an i3 chip, it still outperforms the game code running under Hyper-V code on my five year old i7-5930K PC. I think the difference is purely because the GPU code is run in a software layer not on the real GPU. But I might be wrong.
When I tested it with 255 asteroids on screen the laptop still maintained 60 fps but the Hyper-V running version dropped below 60 fps once there were 125 asteroids on screen. I have a suspicion that C code that isn’t calling any SDL routines would run faster under Hyper-V because it’s virtualised.



What makes possible all of the fast graphics in SDL2 is really one instruction.
In the Empire game (yes, just one last mention!) during the map generation the program counts up the size of individual islands and sea areas. This is don by recursion and quite useful. Otherwise, the usual place you see recursion mentioned is in calculating factorials and Fibonacci sequences.
This post refers to the c sources in the AboutEmpire.zip file in the
Nuklear