In a previous post I compared Sprite Kit physics to using Box2D directly. In that comparison I used frames per second as measured by Instruments, but it is useful to look at straight simulation time (ignoring rendering time), which I present here.
I have recently done some work with Sprite Kit and have made some observations regarding the built in physics simulation capabilities. Based on these observations, I have decied to take a closer look at Sprite Kit physics, specifically comparing it to using Box2D directly.
This post discusses two underlying issues causing difficulties with DrinkMixer in Head First iPhone Development.