I've been working on a little proof of concept game that has a rolling environment in the background (2D). I have a custom class object called roadTile, which basically is a 200px tall block with a picture to paint on and some physics. I'm storing the tiles in a LinkedList 5 at a time. I have a main loop that is responsible for moving everything and checking for collisions. The loop is supposed to be performed every 50ms (controlled by a timer) and it keeps the rate fixed by measuring the length of the last run and then taking deducting it from the sleep-time.
This usually runs fine and the loops run in less than a millisecond, but when I start the program, it "chokes" after the first 2-7 times. I removed the old tile and put a new one on the bottom of the list. On calling the add (new roadTile()), the program halts for 20-400ms which is a millenium in computer time, and to top this off, the behavior isn't consistent. Sometimes it works fine some times not.
I'm pretty clueless how to eliminate this, any thoughts?
Make sure that you cache everything before you start working with graphics. This might be the cause of your delay.