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Home/ Questions/Q 7751577
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Editorial Team
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Editorial Team
Asked: June 1, 20262026-06-01T11:35:04+00:00 2026-06-01T11:35:04+00:00

In my upcoming iPhone game different scene elements are split up into their own

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In my upcoming iPhone game different scene elements are split up into their own CCNode.

My Obstacle node contains many nodes, each representing an obstacle. Inside every obstacle node are the images that make up the obstacle (1 – 4 images), and there are only ~10 obstacles at a time. Every update my game calls the update function in the Obstacle node, which moves every obstacle to the left. But this slows down my game quite a bit.

At the same time, I have a particle node that just contains images and moves them all every frame exactly the same way the Obstacle node does, but it has no noticeable effect on performance. But it has hundreds of images at a time.

My question is why do the obstacles slow it down so much but the particles don’t? I have even tried replacing the images used in the obstacles with the ones in the particles and it makes no (noticeable) difference. Would it be that there is another level of child nodes?

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  1. Editorial Team
    Editorial Team
    2026-06-01T11:35:05+00:00Added an answer on June 1, 2026 at 11:35 am

    From what I recall of the Cocos2d documentation, particles are intended to be VERY lightweight so you can have many, many of them on screen at once. Nodes are heavier, require more processing between frames as they interact with the physics system and requiring node-specific rendering. The last time I looked at the render loop code, it was basically O(n) based on the number of CCnodes you had in a scene. Using NSTimers versus Cocos’ built in run loop also makes quite a bit of difference in performance.

    Could you provide an example of something that slows down a lot? Exactly how do you update these Obstacles?

    The cocos2d documentation has some best practices that all, in one way or another, touch on performance. There’s a LOT you can do to optimize your frames per second.

    In general, when your code is slow, it helps to use Instruments.app to figure out where your code is spending so much time. Since you’re using a framework this will be less helpful because you’ll end up finding out what functions your code spends a lot of time in, and then figure out how to reduce that via the framework’s best practices or other optimizations. There are a few good blog posts on improving performance, I found this one very helpful.

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