{"html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fen.bioerrorlog.work%2Fentry%2Febitengine-new-image\" title=\"Don&#39;t Call NewImage Inside Update/Draw | Ebitengine - BioErrorLog Tech Blog\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","image_url":"https://cdn-ak.f.st-hatena.com/images/fotolife/B/BioErrorLog/20240810/20240810154243.png","author_url":"https://blog.hatena.ne.jp/BioErrorLog/","url":"https://en.bioerrorlog.work/entry/ebitengine-new-image","published":"2025-12-13 08:46:04","type":"rich","blog_url":"https://en.bioerrorlog.work/","author_name":"BioErrorLog","provider_url":"https://hatena.blog","blog_title":"BioErrorLog Tech Blog","categories":["Ebitengine","Go","Game Dev"],"provider_name":"Hatena Blog","title":"Don't Call NewImage Inside Update/Draw | Ebitengine","width":"100%","version":"1.0","description":"You should not call NewImage inside Update or Draw. Introduction Don't Call NewImage Frequently The Problem Fix #1: Cache the Images (A Quick Hack) Fix #2: Wait, There's DrawFilledRect Conclusion References Introduction Recently I've been writing a game with Ebitengine. After letting the game run fo\u2026","height":"190"}