title: Most performant way to draw text on a curve, and animate it?
body: <p>I'm guessing that it's to make a string out of individual CATextLayers and then position them as required along the curve, then animate. Because that's what's I've got working now, but it loses Kerning. Here's how:</p>
  
  <p><a href="https://stackoverflow.com/questions/16042998/why-isnt-my-curved-text-centering-itself">Why isn&#39;t my curved text centering itself?</a></p>
  
  <p>But is Core Text more performant and able to avoid the whole "drawing into a context" nonsense that slows everything down compared to the lean, mean Core Animation way of doing things, and respect kerning? i.e. avoiding drawRect: and all other aspects that greatly slow things down, as in this manner of drawing to the screen:</p>
  
  <p><a href="https://github.com/darcyliu/CocoaSampleCode/tree/master/CoreTextArcCocoa" rel="nofollow noreferrer">https://github.com/darcyliu/CocoaSampleCode/tree/master/CoreTextArcCocoa</a></p>
  
  <p>Imagine a string of 200 characters, bent around a circle, with the ability to animate the spacing between characters, hopefully at a stable 60fps. This is possible with Core Animation, but that's by breaking the string up into individual characters and placing them around the circle with equal spacing, which causes a complete loss of kerning information.</p>
  
  <p>I'm hoping for a way to do this without losing the kerning information and still being able to dynamically adjust spacing at 60fps.</p>