> useo: > > Is there anything I forgot to consider? > If the key and values are primitive values or structs of primitive values then you may try another AA implementation that doesn't use the GC. > Bye, > bearophile
I tried some different implementations and I also reduced the size of my arrays without any success :(. It always drops down to 1 FPS for 1 second and after that it runs for some seconds normal until next 1 FPS-second. I also tried to do the work within a separate thread, also without success. My current code looks like: toRender.clear(); toRender = null; for (int y = pFromY; y < pToY && y < pTiles.length; y++) { for (int x = pFromX; x < pToX && x < pTiles[y].length; x++) { toRender[pTiles[y][x].texture] ~= pTiles[y][x]; } } toRender is my AA which contains the textures as key (instances of my class "Texture") and the tiles (position of them) as values. When I remove the first two lines (clear and set null) it doesn't drops down to 1 FPS, it runs normal. I hope anyone know a solution :)