High delay when using delay function in Processing/Arduino

When I use the delay function in

  if(rpm > (rpm_max - 50))
    {
    arduino.analogWrite(r,255);
    arduino.analogWrite(g,0);
    arduino.analogWrite(b,0);
    delay(15);
    arduino.analogWrite(r,0);
    arduino.analogWrite(g,0);
    arduino.analogWrite(b,0);
    delay(15);
    arduino.analogWrite(r,255);
    arduino.analogWrite(g,0);
    arduino.analogWrite(b,0);
    delay(15);
    
    }

It lags my code a lot. I'm unable to read the next rpm values to update my leds. How can blink the red led without stopping my whole code? I cant use threads because arduino doesnt allow it.

   import controlP5.*;
    import hypermedia.net.*;
    import processing.serial.*;
    import cc.arduino.*;
    
    Arduino arduino;
    int arduinoPos = 0;
    int g = 11;
    int r = 10;
    int b = 9;
    ControlP5 cp5;
    UDP udpRX;
    
    String ip="127.0.0.1";
    int portRX=20777;
    
    int pos;
    
    void setup(){
      size(280,280);
      background(255);
      
      // Arduino connection and Servo output
      arduino = new Arduino(this, Arduino.list()[1], 115200);  // Your offset may vary
      //println(Arduino.list());
      arduino.pinMode(r,Arduino.OUTPUT);
      arduino.pinMode(g,Arduino.OUTPUT);
      arduino.pinMode(b,Arduino.OUTPUT);
      
           
      // Create new object for receiving 
      udpRX=new UDP(this,portRX,ip);
      udpRX.log(false);
      udpRX.listen(true);
    }
    
    
    void draw(){
        
    }
    
    void receive(byte[] data){
      
      // Function to output all the game data received
      fullOutput(data);
      
      
      // Time elapsed since game start
      pos = 0;
      float tTime = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24));
      
      // Lap time
      pos = 4;
      float lapTime = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24));
      
      // Speed, *3.6 for Km/h
      pos = 28;
      float speed = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24))*3.6;
        
      // Gear, neutral = 0
      pos = 132;
      float gear = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24));
      
      // Current lap, starts at 0
      pos = 144;
      float cLap = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24));
      
      // RPM, requires *10 for realistic values
      pos = 148;
      float rpm = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24))*10;
      
      pos = 252;
      float rpm_max = Float.intBitsToFloat((data[pos] & 0xff) | ((data[pos+1] & 0xff) << 8) | ((data[pos+2] & 0xff) << 16) | ((data[pos+3] & 0xff) << 24))*10;
    
      // Debug the received values
      gameDataOutput(tTime, lapTime, speed, gear, cLap, rpm,rpm_max);
      
      // Send the speed to the Servo
     // arduinoPos = (int)map(speed, 0, 350, 1, 180); // Note that I've set the max speed to 350, you might have to change this for other games
      //arduino.servoWrite(9, 180-arduinoPos);
      
       // arduino.analogWrite(r,255);
        //arduino.analogWrite(g,255);
       // arduino.analogWrite(b,255);
        
        arduino.digitalWrite(13,Arduino.HIGH);
      //ligar arduino firmdata analog simple
      if(rpm > (rpm_max - 50))
      {
        arduino.analogWrite(r,255);
        arduino.analogWrite(g,0);
        arduino.analogWrite(b,0);
        delay(15);
        arduino.analogWrite(r,0);
        arduino.analogWrite(g,0);
        arduino.analogWrite(b,0);
        delay(15);
        arduino.analogWrite(r,255);
        arduino.analogWrite(g,0);
        arduino.analogWrite(b,0);
        delay(15);
        
      }
      else if(rpm > (rpm_max - 2000) && (rpm < (rpm_max - 50)))
      {
        arduino.analogWrite(r,0);
        arduino.analogWrite(g,0);
        arduino.analogWrite(b,255);
        
      }
      else if(rpm > (rpm_max - 3000) && (rpm < (rpm_max - 2000)))
      {
        arduino.analogWrite(r,0);
        arduino.analogWrite(g,255);
        arduino.analogWrite(b,0);
        
      }
        else if(rpm  < (rpm_max - 3000))
      {
        arduino.analogWrite(r,0);
        arduino.analogWrite(g,0);
        arduino.analogWrite(b,0);
        
      }
    }
    
    void gameDataOutput(float tTime, float lapTime, float speed, float gear, float cLap, float rpm,float rpm_max){
      println("Total time: " + tTime);
      println("Lap time: " + lapTime);
      println("Speed: " + speed);
      println("Gear: " + gear);
      println("Current lap: " + cLap);
      println("RPM: " + rpm);
      println("RPM_MAX: " + rpm_max);
    }
    
    // Function that outputs all the received game data
    void fullOutput(byte[] data){
      
      // Loop all the received bytes
      for(int i=0; i <= data.length-1; i++){
        
        // Values consist of 4 bytes
        if(i % 4 == 0){
          
          // Combine 4 bytes to the value
          float val = Float.intBitsToFloat((data[i] & 0xff) | ((data[i+1] & 0xff) << 8) | ((data[i+2] & 0xff) << 16) | ((data[i+3] & 0xff) << 24));
          
          // Output the 'raw' value
          println("Value received at position " + i + " = " + val);
          
        }
      }
    }

Don't use delay.
Forget delay exists.
Life will become simpler and more wonderful.

It becomes infinitely better when you stop posting snippets.

You'll just have to trust me on this.

Have you heard of using millis() in BlinkWithoutDelay BWD?

.

it worked.

That was quick

the logic behind was simple. I just didnt know the method to implement