title: Direct render in SpriteKit
body: <p>I am making a tile based game for iOS using SpriteKit <br/>
  All the game logic were made inside classes and I just want to render them with SpriteKit.
  The problem is that using the simulator in MacPro, the FPS is about 60.0 and the game is ok.
  But in my iPod the FPS is around 5 and the Timer that control player/mobs movements works very slow, even without delay.</p>
  
  <p>In the game scene:</p>
  
  <p><code></p>
  
  <pre><code>-(void)update:(CFTimeInterval)currentTime
  {
          [self removeAllChildren];
          for(NSMutableArray *tiles in [TileManager sharedInstance].tiles)
          {
              for(Tile *tile in tiles)
              {
                  if(tile.tile)
                  {
                      SKSpriteNode *sprite = [self newSprite: tile.tile.__sprite];
                      sprite.position = [tile getGlobalPosWithFrame: self.frame];
                      sprite.size = CGSizeMake(SCREEN_TILE_X, SCREEN_TILE_Y);
                      [self addChild: sprite];
                  }
                  if(tile.item)
                  {
                      SKSpriteNode *sprite = [self newSprite: tile.item.__sprite];
                      sprite.position = [tile getGlobalPosWithFrame: self.frame];
                      sprite.size = CGSizeMake(SCREEN_TILE_X, SCREEN_TILE_Y);
                      [self addChild: sprite];
                  }
              }
          }
          // ... render creatures, mobs, and other things...
  }
  </code></pre>
  
  <p></code></p>
  
  <p>I've used in the past (many years ago) Andorra2D in Delphi 7
  And there I could direct draw sprites in the onUpdate function and even use sprite sheets for animations.
  How can I direct draw on SpriteKit, without using SKSpriteNode and all It heavy logic/classes ?</p>