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Home/ Questions/Q 8526537
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T08:18:00+00:00 2026-06-11T08:18:00+00:00

I’m using LibGDX at the moment for an Android project but I think the

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I’m using LibGDX at the moment for an Android project but I think the answer to this question can be usefull whatever framework/library or language you use.

All the tutorials I’ve found on internet (for LibGDX) make calculations like moving entities when the render() method of the whole application is called, and just before drawing each entity. I think this is probably necessary because for example if you have an object that should move at 3m/s when render() method is called you will do something like position.y = velocity.y * deltaTime so the movement makes sense according to the speed of the object.

But what about calculations like -> what path an AI-controlled object should follow not to hit a wall or according to player’s moves ? In 2D, and so even more in 3D, there can be a lot of calculs, arethmical operations etc… and results are not linked to the deltaTime and don’t need to be aware of it. Also this could slow down the rendering and so the application when running on some phones or tablets that are not very powerfull.

So should this type of calculation be done at rendering time or only when needed in another Thread ?

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  1. Editorial Team
    Editorial Team
    2026-06-11T08:18:02+00:00Added an answer on June 11, 2026 at 8:18 am

    Actually, you generally want only rendering-specific stuff in your display threads. Obviously, this can still be fairly intense in it’s own right. However, things like updating a unit’s position in the physics simulation, AI calculations, etc, should be in a separate thread (depending on system resources, and architecture, one apiece) – you want that render thread to be as fast as possible.

    There’s also something called separation of concerns – if you’re both updating an object’s position on screen (re-drawing), and moving it, in the same thread, then it’s doing two things, which may make future modification/maintenance more difficult.

    Please note that if you are doing multi-threaded architecture, your setup will need to have some way to ensure that you’re not updating things while you’re rendering them, or you may get some odd results.

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