Hey guys,
I'm working on something that's particle-like and require a few thousand images on screen at the same time. I'm working on ways of faking this effect to reduce graphics requirements, but until then...
How does the performance of a CCQuadParticleSystem compare to CCSprite? In other words, what is special about the CCQuadParticleSystem class compared to using hundreds/thousands of individual CCSprites?
If performance is key, would it be worth the effort to subclass CCQuadParticleSystem and override nearly everything in order to put in custom logic for moving the "particles" around?
-robodude666