@Robin: > Haha. Yeah. That wasn't how fast it was rendering, however. That was how fast the main logic thread was looping. I now limit the FPS to minimise wasted cycles. Yeah, and your comment about this being on a whole other level compared to .Net is complete bullshit. My .Net graphics engine can render > 3000 sprites while maintaining a reasonable frame rate on any relatively modern hardware. And obviously your "main logic thread" was doing almost nothing. ;D Also, as far as the movement engine, I can't tell if you actually wrote it or not based on your comments, but I feel this is still something I should say: trigonometric functions are neat (I mean, the logic to move a sprite in the way the applet is currently is almost MORE complicated than using trig functions. That's kind of sad imo.) By the way, it's totally on now, my java graphics setup _will_ be faster.