1. I have OpenFeint. Anyone here knows if it actually affects performance? Or maybe there is a common mistake I'm doing?
I still have to test my game project by removing OpenFeint and see if it was truly the culprit, but at least I can say that when I implemented OpenFeint, the splash screen of my game takes way longer, much longer. Is that normal? (I'm talking about almost 15-20 seconds of waiting!)
2. In my app delegate, just before running the title scene, I load 6 spritesheets, like this:
[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"ObjectTexture.plist"];
And then, in the init method of my game scene, I create the 6 spritesheets, like this:
objectSheet = [CCSpriteSheet spriteSheetWithFile:@"ObjectTexture.png" capacity:100];
Then I add them a child of my scene. Was that good?
3. In my game there is an incredibly large sprite spawning activity. Over 6-9 sprites might be spawned per second. Their position is updated almost always through sprite.position = ccp(x,y), once every... well, always. So I am technically changing positions around every 0.001 seconds for over 40 sprites at the same time...
4. I got a function scheduled to be called every 0.5 seconds, which spawns 3 CCSprites at some condition (this condition is almost always met). I create said CCSprites like this:
CCSprite *object = [CCSprite spriteWithSpriteFrameName:name];
[objects addObject:object]; // For my collision checking later. objects is a NSMutableArray
[objectSheet addChild:object z:8]; // Adding object as child of the spritesheet.
Now I am wondering, is it necessary to put [object release]; at the end of that?