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and if anyone know how to remove without crashing in cocos2d-x or leaving the "NULL pointer", please tell me.. Understand that: int i = enemies->count(); for(int j = 0; j < i; j++){ ... myArray->removeObjectAtIndex(j); ... } In this time myArray will be the count() = i - 1, but i will stay in i. On the last iteration a null pointer will ...


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This is a complex question with a lot of small details really matter, and will vary based on platform and application. Firstly I assume you should reduce uploads and updates as much as you can, for example use instancing. Secondly, note that GPUs can’t transfer buffers and render at the same time, so all OpenGL commands in the command queue are processed ...



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