Until now, I\'ve done double buffering by creating and Image, drawing what I wanted to that Image using its associated Graphics object then draw that Image to the screen usi
I've always had good results using the default BufferStrategy by being careful to
This excellent example must double buffer because it draws continually on the initial thread rather than the EDT. In contrast, this fairly busy example relies on nothing more than repaint() called in response to a Swing Timer. I rarely need an offscreen buffer except for a composite. Finally, this tutorial article offers more guidelines.