No, please.Keep porting even if it'll be slow in Linux.
In fact, the project code is finished, both for Windows and for Unixes. However, the game is far too slow on Linux and I have to do something about it. It's just that I do not know what... I checked everything and still do not know where is the bottleneck...
The logic of the game is irrelevant, because virtually all of the consumed CPU power is related to bitmap processing. Therefore, frame generation has been optimized thanks to the back buffer and bitmap content modification using
ScanLine. I can not write a more efficient code to do this, keeping the code object-oriented and simple to understand.
After all it's not slow enough as to be unplayable and, frankly, if you hadn't told us I wouldn't have noticed at all.
You can visually check the smoothness of the game on your computer and compare it with the correct speed.
In this post I've provided links to recordings of the gameplay. The three middle links contain recordings of in-level gameplay. Just check if you want.
Previously, I had also implemented postprocessing, which concerned the rendering of a scanlines, like in old CRT TV (see attachments), but I resigned from it for several reasons. Once, the scanlines looked good only in the window with default size, and secondly, it significantly affected performance. So I removed completely the postprocessing code.
I would love to have this game/tech-demo available for Linux. Pretty please ... 
I can leave the Linux-specific code in the project, but if the native Linux compilation is going to work so slowly, then playing it will not give a fun... As an alternative, everyone can download the Windows build and use the
Wine.
As for the problem, I would really love to see the results of the framerate-tester on other computers.
Me too, especially on Linuxes and macOS.

Stretchdraw memory bitmap 300x150 32bpp to 672x384 32bpp make high 42 fps.
That no good ... 75% cpu do nothing 
I do not understand this. Can you write more clearly what's going on, please?
I think is no speed accelerate gtk and why not can make fast.
The game does not use hardware acceleration anyway. The game is single-threaded, so any CPU is suitable. However, even on old computers it should run smoothly with 60fps (like on my 12-year-old grandpa), because it does not need a very powerful processor.
The game should work on a computer with 1GHz single-core CPU, when it comes to the default window size.
other test
this test with laptop
cpu i7 2620M 2.7 GHhz
ram 8g
os win 7 64 bit
gpu Intel(R) HD Graphics 3000
This is a proper speed on this machine — few thousand frames per second. You can try run the version with rendering the frame on window canvas, but without doing delays between frames. The framerate should be about
2000 on the mentioned laptop.