So, sprites aren't going to help my game in the least.
It's basically going to be a giant web-work of multi-colored lines (not a finger-following line drawing game, these are cluttering up my search). So... think several hundred line segments on the screen.
I was hoping Cocos would be an 'easy' way to move the drawing routines onto the graphics chip, but it seems that the primitives have some performance limitations.
Do I just do this straight in OpenGL, or does Cocos offer me a better way?
Since that description is a bit vague, I thought of another game which would have limited use for sprites. Take Qix. What you'd really want is a flood-fill, as well as high performance line drawing, and I don't see anything in Cocos like that.
Am I just barking up the wrong tree here?