I am making a space-themed shooter game, and I need to render many "lasers" at the same time. I am using the library `Slick2D`, a wrapper around `lwjgl`. Unfortunately, when there are a lot of these "lasers" on the screen at one time, the game drops from it's usual 60fps to around 30 or even 20. Here is the code: public void drawSelf(Graphics g){ int[] pos = tr.toSlick(blast.getPosition()); g.setColor(Color.green); Circle circle = new Circle(pos[0], pos[1], tr.xscale/2); g.fill(circle); } public int[] toSlick(float x, float y){ int [] output = new int[2]; output[0] = (int)(x*xscale+width/2); output[1] = (int)(-1*y*yscale+height/2); return output; } `tr` is the coordinate transformer object (I'm using `jbox2d` physics, but that's not impacting anything), and blast is the "Body". Can I have some suggestions to make this code faster or am I stuck because of Slick's internals?