So I need to make a simple game for a project, and the StdDraw from princeton library was provided. From looking through the source code it seems like the library handles animation by drawing on two (for double buffering) BufferedImages and then displays on on a JFrame. To increase the window size the BufferedImage is simply increased in size and the drawings scaled up. But this causes severe lag and screen tear when going above say 700x700 pixels.
I don't know enough about Java to know if this is the most efficient method of doing animation but there must be a way to animate a simple triangle fullscreen without lag. I can easily edit the library or even just write my own if someone could give me some pointers on what is the best way to handle animation.