No, it's fine to discuss this here. Thanks for voting...
Very well, since it is fine, I have another dilemma to solve:
My applet game is using hundreds of small-sized sprites to draw on every frame and I am currently doing it with the standard Graphics.drawImage method. However, I am not sure how the drawImage method works under the hood, and since I've been observing some kind of slowdown when the number of sprites is high, I am thinking about a better performing way to do it.
So the question is, which of the following approaches is better?
1) Convert all sprites (which are loaded as png images at the applet start) to pixel arrays and simply copy them to the proper positions of the offscreen pixel array (obtained from BufferedImage or ImageProducer etc.). Since I want to do some particle using effects after all sprites are drawn (smokes, fires etc.), I would need to modify the target image pixels anyway.
2) Keep the current code, i.e. draw all sprites using drawImage methods, then get the resulting pixel array and do all required pixel modification stuff.
I don't want to rewrite what doesn't have to be rewritten. On the other hand, I need the best possible performance, and I am afraid that any kind of hardware acceleration cannot be used here (or am I wrong?).
Thanks for any tips.
Filip