Hey guys,
I noticed that one of my test applications dropped from 60 FPS solid to 25-40 FPS after switching to iPhone SDK 4. I tested it with both Cocos2D 0.99.3 and 0.99.4-beta but both yield the same results. Here's the main contents of the init method of my HelloWorldScene class:
CCSprite *sprite = [CCSprite spriteWithFile:@"Icon.png"];
[self addChild:sprite];
[sprite runAction:[CCRepeatForever actionWithAction:
[CCSequence actions:
[CCMoveTo actionWithDuration:2 position:ccp(400,0)],
[CCDelayTime actionWithDuration:.11],
[CCMoveTo actionWithDuration:2 position:ccp(400, 160)],
[CCDelayTime actionWithDuration:.11],
nil
]
]
];
for(int i = 0; i < 2; i++)
{
CCParticleSystem *sun = [CCParticleFlower node];
[sun setPosition:ccp(400,160)];
[self addChild:sun];
}
I'm running this on the simulator, though I doubt it would work better on a device.
I noticed that removing the Particle systems returns me back to a solid 60 FPS. I don't remember particle systems being THIS resource intensive with iPhone SDK 3.2. Or am I imagining things?
Cheers,
-robodude666