Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision 25b47d78111d993d43913eb57cfe056b67e70164)
+++ new-game.cpp	(revision 8e8aed6854660a7a5027933b6dd3dfc51f1053b0)
@@ -795,5 +795,5 @@
 
          // this code moves the asteroids
-         for (int i = 0; i < objects.size(); i++) {
+         for (unsigned int i = 0; i < objects.size(); i++) {
             if (objects[i]->type == TYPE_ASTEROID && !objects[i]->deleted) {
                transformObject(*objects[i], translate(mat4(1.0f), vec3(0.0f, 0.0f, 0.04f)), ubo);
@@ -1242,5 +1242,5 @@
 
    obj->normals.reserve(obj->points.size());
-   for (int i = 0; i < obj->points.size(); i += 9) {
+   for (unsigned int i = 0; i < obj->points.size(); i += 9) {
       vec3 point1 = vec3(obj->points[i], obj->points[i + 1], obj->points[i + 2]);
       vec3 point2 = vec3(obj->points[i + 3], obj->points[i + 4], obj->points[i + 5]);
@@ -1330,5 +1330,5 @@
 
    // start from the second point
-   for (int i = 3; i < obj->points.size(); i += 3) {
+   for (unsigned int i = 3; i < obj->points.size(); i += 3) {
       if (min_x > obj->points[i]) {
          min_x = obj->points[i];
@@ -1367,5 +1367,5 @@
       obj->bounding_radius = radius_z;
 
-   for (int i = 0; i < obj->points.size(); i += 3) {
+   for (unsigned int i = 0; i < obj->points.size(); i += 3) {
       obj->points[i] -= obj->bounding_center.x;
       obj->points[i + 1] -= obj->bounding_center.y;
@@ -2022,5 +2022,5 @@
 
    glBindBuffer(GL_ARRAY_BUFFER, model_mat_idx_vbo);
-   for (int i = 0; i < obj.num_points; i++) {
+   for (unsigned int i = 0; i < obj.num_points; i++) {
       glBufferSubData(GL_ARRAY_BUFFER, (obj.vertex_vbo_offset + i) * sizeof(GLuint), sizeof(GLuint), &obj.ubo_offset);
    }
@@ -2068,6 +2068,4 @@
    // TODO: A lot of the values calculated here can be calculated once and saved when the laser is created,
    // and then re-used here
-
-   mat4 new_model_transform = translate(mat4(1.0f), translation) * laser->model_transform;
 
    vec3 start = vec3(laser->model_transform * vec4(0.0f, 0.0f, 0.0f, 1.0f));
@@ -2284,7 +2282,4 @@
    */
 
-   stringstream ss;
-   ss << "FPS:   " << fps;
-
    {
       ImGui::SetNextWindowSize(ImVec2(95, 46), ImGuiCond_Once);
@@ -2295,5 +2290,5 @@
          ImGuiWindowFlags_NoMove);
       ImGui::Text("Score: ???");
-      ImGui::Text(ss.str().c_str());
+      ImGui::Text("FPS:   %f", fps);
       ImGui::End();
    }
