title: Which is more memory efficient, Threaded Entities or Threaded Sectors for a Java Game?
body: <p>I'm working on shoot 'em up game, that I'm planning on flooding the screen with entities, (Bullets, Mobs, and the like).  I've tried a global timer to update everything on the screen, but I've gotten some serious fps drop when I flood the screen like I want.</p>
  
  <p>So, I see myself as having two options.  I can either give each individual entity a timer Thread, or I can section off the level into chunks and give each chunk its own timer.</p>
  
  <p>With the first scenario, entities with their own timer threads, I will end up with hundreds of entities, each with their own thread running a timer.</p>
  
  <p>In the section option, I will have multiple sections of the map with a timer updating multiple entities at once, with detections for when an entity leaves from one section to another.</p>
  
  <p>I'm not familiar with Programming with Memory Efficiency in mind, so which method would be better for me to use?</p>