The code is performing well, I´ve optimized it as far as I can, but I´m concerned about it running on older devices (currently testing on iPhone 6)
I have a timer with a refresh rate every 30 milliseconds, and the processing time for each loop is currently about 20 milliseconds, so we are good so far, but can´t add that many more functions to the loop before it starts exceding the timer interval.
I can´t post the code because it would mean posting the whole project...
I was just wondering if I was missing something escential like a graphics aceleration declaration or something.
The code uses many transparencies, fills, shapes, bitmaps, etc. over a canvas.
I´m concerned that maybe I´m using some function that is slowing everything down. For example, I found out that the gradient fill function on a canvas is very slow... stopped using.