I am new to iPhone development. If Riq is reading, I wanted to thank him for all his hard work.
I have dabbled in other game engines before in the past with the more traditional draw/update game loop. I'm curious about the performance of the cocos2d iPhone engine with regards to timers. Is the standard practice to have a lot of timers controlling different game objects (and in this case, I would assume that it would slow down performance)? Or is it best if there is only one timer that updates objects? What's the maximum number of timers that should be used? And what about event handling such as collision detection, should that be on a separate timer or fall under the main step timer?
I realize that's a lot of questions. I would appreciate any ideas anyone can provide.
I would assume that the best practice is to have one timer (i.e. step:) updating all the objects and handling events. This would be more similar to the traditional draw/update.