title: Cocos2D Game Loop Clarifications
body: <p>NOTE: I am not a native English speaker. Please excuse any grammar mistakes.</p>
  
  <p>I developed a simple game where there's a shooter on the left and enemies coming from the right.. Very simple.</p>
  
  <p>The project is almost finished, it works perfectly, but now i have some doubts about the game loop management.</p>
  
  <p>I scheduled the enemies appearing from the right giving the scheduler a interval, and it's ok,
  but i managed the movement of enemies from right to left with a simple ccMoveTo action, and i repeat: it works perfectly.
  The problem is that i read something about "render the sprites in every frame" delegating this operation to a scheduled method that runs one time
  per frame.. </p>
  
  <p>Better: i read about to not use an Action to move sprites, but re-render them frame by frame simulating the movement in a scheduled method called with the  1/60 frequency, (the fps frequency) and i read that this implementation could prevent some differences of stability in different hardware systems..</p>
  
  <p>What i ask is:</p>
  
  <ul>
  <li>is that the right way to proceed?</li>
  <li>is that an old "design pattern" that is obsolete with Cocos2D? (and this would mean that using the ccMoveTo actions is completely perfect)</li>
  <li>or are both implementations correct at the same level? </li>
  </ul>
  
  <p>EDIT:</p>
  
  <p>-the same technique should be used for the animations too?</p>