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I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(imag1image1 to imagexxx, x  ,y y). Like in my game iI have to render, on each tick, 880 buffered images. And itThis is very bad. I have a good computer but my max fps is 140. There should be another way to get better performance.

SecondThe second way is drawing one single bufferedImage and setting its pixels to RGB from ourthe other bufferedImages.

What is the best way  ? Is there another way to get better performance  ?

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(imag1 to imagexxx, x  ,y). Like my game i have to render each tick 880 buffered images. And it is very bad. I have good computer but my max fps is 140. There should be another way to get better performance.

Second is drawing one single bufferedImage and setting its pixels to RGB from our other bufferedImages.

What is the best way  ? Is there another way to get better performance  ?

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(image1 to imagexxx, x, y). Like in my game I have to render, on each tick, 880 buffered images. This is very bad. I have a good computer but my max fps is 140. There should be another way to get better performance.

The second way is drawing one single bufferedImage and setting its pixels to RGB from the other bufferedImages.

What is the best way? Is there another way to get better performance?

Java 2D Game Development - Best PerformancaPerformance With Rendering

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Java 2D Game Development - Best Performanca With Rendering

I have seen two different rendering methods. One of them is rendering multiple bufferedImages like g.drawImage(imag1 to imagexxx, x ,y). Like my game i have to render each tick 880 buffered images. And it is very bad. I have good computer but my max fps is 140. There should be another way to get better performance.

Second is drawing one single bufferedImage and setting its pixels to RGB from our other bufferedImages.

What is the best way ? Is there another way to get better performance ?