title: Libgdx: Drawing lots of particles
body: <p>What is the best way to draw lots of particles (circles) moving in the background in LibGDX?
  200 particles running in the background is what I can get out of my app. Anything above will get my app to stutter. Ive actually tested an App where it's possible to run up to 200.000 particles in the background without having to sacrifice fps. This is my Game class in short:</p>
  
  <pre><code>public Array&lt;Particles&gt; particlesArray;
  SpriteBatch batch;
  OrthographicCamera camera;
  Texture sParticlesTexture;
  
  public void create(){
      camera = new OrthographicCamera();
      camera.setToOrtho(false, 1080, 1920);
      batch = new SpriteBatch;
  
      Pixmap pixmap = new Pixmap(Particles.MAX_PARTICLE_RADIUS*2, Particles.MAX_PARTICLE_RADIUS*2, Pixmap.Format.RGBA4444);
      pixmap.setColor(Color.WHITE);
      pixmap.fillCircle(pixmap.getWidth() / 2, pixmap.getHeight() / 2, Particles.MAX_PARTICLE_RADIUS);
      sParticlesTexture = new Texture(pixmap);
      pixmap.dispose();
  
      size = random(2, Particles.MAX_PARTICLE_RADIUS+1);
  
      for(int i=0; i&lt;200; i++){
          particlesArray.add(new Particles(random(size, width-size),
              random(0, height),
              0,
              random(0.15f*height, 0.25f*height)*0.15f*size,
              size));
      }
  
  public void render(float deltaTime){
      Gdx.gl.glClearColor(0, 0, 0, 1);
      Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
      //update camera and draw in camera
      camera.update();
      batch.setProjectionMatrix(camera.combined);
  
      batch.begin();
      drawFallingObjects(particlesArray, batch);
      batch.end()
  
      moveParticles(particlesArray, deltaTime);
  }
  
  public &lt;T extends Objects&gt; void drawFallingObjects(Array&lt;T&gt; objects, SpriteBatch batch){
      for(T item: objects){
          item.draw(batch);
      }
  }
  
  public void moveParticles(Array&lt;Particles&gt; particlesArray, float deltaTime){
      for(Particles item: particlesArray){
          size = random(2, Particles.MAX_PARTICLE_RADIUS+1);
          item.move(deltaTime);
          //creating particles if out of scale
          if(item.y+item.mDiameter&lt;0){
              item.x = random(size, width-size);
              item.y = height+20;
              item.vy = random(0.15f*height, 0.25f*height)*0.15f*size;
              item.mDiameter = size;
          }
      }
  }
  </code></pre>
  
  <p>And this my Particles class:     </p>
  
  <pre><code>import com....sParticlesTexture;
  public class Particles{
  
  public static int MAX_PARTICLE_RADIUS = 4;
  
  public Particles(float x, float y, float vx, float vy, float mDiameter){
      super(x, y, vx, vy, mDiameter);
      radius = mDiameter/2;
  }
  
  @Override
  public void draw(SpriteBatch batch){
      batch.draw(sParticlesTexture, x-radius, y-radius, mDiameter, mDiameter);
  }
  
  @Override
  public void move(float deltaTime){
      y -= ceil(vy*deltaTime);
      x += ceil(vx*deltaTime);
  }
  
  public void dispose() {
      sParticlesTexture.dispose();
  }
  </code></pre>
  
  <p>All Particles objects use one and the same texture. This improves a lot instead of creating hundred different textures. So what can be done now? I've googled a lot. What would help in my case? A Framebuffer, shader? And how should I implement these in my game? What about CPUSpriteBatch?</p>
  
  <p>I also came across the particle system from LibGDX but it doesn't work differently than what I do.</p>