las imágenes del juego java se cargan muy lentamente

Estoy tratando de desarrollar un juego que importe las imágenes de fondo de una matriz [100] [100]. La matriz tendrá valores int para correlacionar con lo que se debe dibujar en el fondo. Un bucle dibuja las imágenes en el lienzo y lo actualiza en función de la entrada clave del usuario. Todo pinta y se mueve bien, sin embargo, es muy lento. ¿Hay una mejor manera de cargar las imágenes en lugar de la forma en que lo estoy haciendo?

Esta es la clase principal del juego:

package com.game.src.main;

import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.IOException;

import javax.swing.JFrame;

public class Game extends Canvas implements Runnable{

static GraphicsEnvironment environment;
static GraphicsDevice device;
private static final long serialVersionUID = 1L;
public static final int WIDTH = 320;
public static final int HEIGHT = WIDTH / 12 * 9;
public static final int SCALE = 2;
public static final String TITLE = "fgfdsa";
private boolean running = false;
private Thread thread;

private Player p;
private Background b;
private Controller c;
private BufferedImage spriteSheet;

boolean isFiring = false;

public void init(){

    BufferedImageLoader loader = new BufferedImageLoader();
    try{
        spriteSheet = loader.loadImage("/sprite_sheet_test.png");

    }catch(IOException e){
        e.printStackTrace();
    }
    requestFocus();
    addKeyListener(new KeyInput(this));
    c = new Controller();
    p = new Player(getWidth() / 2, getHeight() / 2, this);
    b = new Background(this);
}
private synchronized void start(){

    if(running)
        return;
    running = true;
    thread = new Thread(this);
    thread.start();
}
private synchronized void stop(){
    if(!running)
        return;
    running = false;
    try {
        thread.join();
    } catch (InterruptedException e) {
        // TODO Auto-generated catch block
        e.printStackTrace();
    }
    System.exit(1);
}

public void run(){
    init();
    long lastTime = System.nanoTime();
    final double amountOfTicks = 60.0;
    double ns = 1000000000 / amountOfTicks;
    double delta = 0;

    int updates = 0;
    int frames = 0;
    long timer = System.currentTimeMillis();

    while(running){
        long now = System.nanoTime();
        delta += (now - lastTime) / ns;
        lastTime = now;

        if(delta >= 1){
            tick();
            updates++;

            delta--;
        }
        render();
        frames++;

        if(System.currentTimeMillis() - timer > 1000){
            timer += 1000;
            System.out.println(updates + " Ticks, Fps " + frames);
            updates = 0;
            frames = 0;
        }       
    }
    stop();
}
public void tick(){
    p.tick();
    b.tick();
    c.tick();
}
public void render(){
    BufferStrategy bs = this.getBufferStrategy();
    if(bs == null){
        createBufferStrategy(3);
        return;
    }
    Graphics g = bs.getDrawGraphics();

    b.render(g);
    p.render(g);
    c.render(g);

    g.dispose();
    bs.show();      
}
public void keyPressed(KeyEvent e){ 
    int key = e.getKeyCode();

    switch(key){
    case 37:
        b.setX(5);
        break;
    case 38:
        b.setY(5);
        break;
    case 39:
        b.setX(-5);
        break;
    case 40:
        b.setY(-5);
        break;
    case 32:
        if(!isFiring){
        c.addBullet(new Bullet(p.getX(), p.getY(), this));
        isFiring = true;
        }
    }
}
public void keyReleased(KeyEvent e){
    int key = e.getKeyCode();
    switch(key){
    case 37:
        b.setX(0);
        break;
    case 38:
        b.setY(0);
        break;
    case 39:
        b.setX(0);
        break;
    case 40:
        b.setY(0);
        break;
    case 32:
        isFiring = false;
    }
}
public static void main(String[] args){
    Game game = new Game();
    game.setPreferredSize(new Dimension(600, 600));
    game.setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
    game.setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));

    JFrame frame = new JFrame(game.TITLE);
    frame.add(game);
    frame.pack();
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    frame.setResizable(false);
    frame.setLocationRelativeTo(null);
    frame.setVisible(true);
    environment = GraphicsEnvironment.getLocalGraphicsEnvironment();
    device = environment.getDefaultScreenDevice();
    frame.setExtendedState(JFrame.MAXIMIZED_BOTH);

    game.start();

}   
public BufferedImage getSpriteSheet(){
    return spriteSheet;
}
}

Esta es la clase de fondo utilizada para dibujar la imagen en la pantalla:

package com.game.src.main;


import java.awt.Graphics;
import java.awt.image.BufferedImage;


public class Background {

private BufferedImage grass;
private BufferedImage background;
private BufferedImage tree;

int[][] matrix;

Game game;

//original starting coordinates of matrix to be drawn
int setX = -3200;
int setY = -3200;

//integers used to update coordinates of the matrix to be drawn
int helpX = 0;
int helpY = 0;

public Background(Game game){
    this.game = game;

    // load matrix into matrix array
    GetMatrix gm = new GetMatrix();
    matrix = gm.getMatrix();
        //import the sprite from game class
        background = game.getSpriteSheet();

    //call sprite sheet class
    SpriteSheet ss = new SpriteSheet(background);
    //get coordinates of grass image
    grass = ss.grabImage(1, 1, 32, 32);
    // get coordinates of tree image
    tree = ss.grabImage(4, 1, 32, 32);
}
public void tick(){
    //update the start pixel of the background
    setX += helpX;
    setY += helpY;
    if(setX > 0)
        setX = 0;
    if(setX < -4500)
        setX = -4500;
    if(setY > 0)
        setY = 0;
    if(setY < -5340)
        setY = -5340;
}

public void render(Graphics g){
    int x = 0;
    int y = 0;

    for(int i = setX; i < setX + 6400; i +=64){
        x = 0;
        for(int j = setY; j < setY + 6400; j += 64){

            switch(matrix[x][y]){
            case 0: g.drawImage(grass, i, j, i + 64, j + 64,
                    0, 0, 32, 32, null);
                    break;
            case 1:
                g.drawImage(grass, i, j, i + 64, j + 64,
                        0, 0, 32, 32, null);
                g.drawImage(tree, i, j, i + 64, j + 64,
                    0, 0, 32, 32, null);    
            }
            x++;
        }
        y++;
    }   
}

//sets the background start coordinates from key input
public void setX(int x){
    helpX = x;
}
public void setY(int y){
    helpY = y;
}
}

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