This chapter is full of information, but it can’t begin to cover the far-reaching scope of 2D graphics on the Java platform. A great number of topics are still open and to be discussed. This architecture is by no means optimal for all applications and, in most cases, is presented in a format that is structured to promote familiarity for ease of explanation. Once you feel comfortable with the mechanics of the rendering thread, begin to tinker around and look for more applicable solutions to the games you are creating. If you come up with something that you think is particularly impressive, please send it along. The authors are always looking for cool solutions to game-related problems.