I've submitted a couple of issues as mentioned above, which deal with the way NSTimer works... Firstly, removing NSTimer when it is not in use to save processor cycles, and a calculated time difference so that tweens run at the correct speed if the runloop falls below 60 fps (which it does on my project).
I've submitted a couple of issues as mentioned above, which deal with the way NSTimer works... Firstly, removing NSTimer when it is not in use to save processor cycles, and a calculated time difference so that tweens run at the correct speed if the runloop falls below 60 fps (which it does on my project).