hi Ben,
the idea is to let the game
thread do all the updating: the updating of the objects AND
the updating of your BufferedImage. So it is the run() method where all the updating should
take place; not in the update(Graphics g) method.
And when that is done, you issue a repaint(), which, IIRC, issues first
the update(g) method, and then the paint(g) method.
So, do all the updating of both the objects and the BufferedImage in the run() method,
then issue repaint(), and all that you have to do then is:
And you could try to experiment with Thread.sleep(..); Java is fast enough to let you do more than 50
redraws per second. I remember from the old CRTs that a refresh rate of 50 caused a lot
of flickering. Well, that should be far less with the current LCD's of course.
Greetings,
Piet