   [java] Question regarding performance and speed
  Hey guysI am making a top-down 2d game. What I am doing is making the background move instead of the actual sprite. This is actually what happens in many games like pokemon for example. Anyhoo, I was wondering whether I should draw the entire world map at run-time and then every time movement is made, call the getSubimage(x,y) method on the large world image?Of course, getSubimage would be called 40 or so times a second whenever constant movement is involved, so what would the performance on such a method call be? Would it be wise to scrap this idea in favour of another?   
  That is pretty good way of doing it, but you may run into using large amounts of memory to store the map.  If that does become a problem, then just break up your map into smaller chunks.From my experience getSubImage() is fast, and I've had no problem calling it 30+ times a second.  What slows things down is when you apply a transformation to the image right after calling getSubImage().  (Like stretching or something.)  When I did that, my fps went to around 2.~PauloftheWest   