I have a small game which invalidates the canvas from timers to move the objects which seems to work fine on the iPhones but when I move it to iPad3 the animation slows down considerably. Are there other techniques/examples I can consider?
I haven’t had a proper look but @Ulrich Bogun has some SpriteKit support in his Xojo-AppleLib.
When you want create a game (with animations) you definitely need to use the SpriteKit. That’s the only guarantee it will run on all iDevices correctly.
Thanks Jason & Chris I’ll check it out.