hi,
thanks everyone who responded - I definitely don't mind any advice and can use all the help I can get - just was trying to state my problem succintly.
Let me be less succint and give more information about what I'm doing and I hope this will help you help me.
My background is in C++ and I wrote my first app essentially in that language while learning a bit of Objective C where I had to. I've got my first app up on the app store but sort of worked around the issue of actually learning Objective-C. I haven't had much free time so this worked out.
Now I'm reading about Swift and it seems very interesting - I'm planning to write a few apps next year and invest more serious time in this. I have some ideas that would be great for the SpriteKit I think.
So the question is, should I continue to learn Swift?
If I have an array of 200 pointers to a class type in C++ and I run the double nested loop in debug mode, it's going to have a bit of impact but nothing like it does on Swift. So clearly the double loop is not a problem in principle, it's just how the language implements it and how much overhead there is due to the higher level things the language does.
I realize Swift is more 'safe' and there will be a price (owensd mentioned the retain and release).
It just seems like too much to me - I'm having a hard time understanding how Swift could be used for an even moderately complex piece of code.
If I wanted to do collisions, I realize I can do that with the built in SpriteKit stuff (which perhaps was written in C++ anyways). However, what if I want to implement my own custom interaction? Shouldn't there be a way to have Swift handle 200 interacting objects with some trivial interaction to reject most of them?
Maybe I won't get 60 fps in debug mode but 1-2 fps is a non starter for me.
So this is why I am asking about this simple loop structure with no code in it. I don't really know exactly what I want to do yet, but I don't want to get started with Swift only to decide later it's too slow or I have to write half the code in C++ anyways.
ahitorp's suggestion about converting to a pointer array looks interesting and maybe closer to what I'm trying to find out. I'll probably have to work on this some more in a week or so and will respond, so thanks for everyone's help! I've been creating and deletig lots of nodes in my test case and seeing some memory loss so seems I have other underlying problems to work out anyways.
I guess to sum up, is Swift swift enough? It seems Apple intends Swift to be a serious complete environment I could use for game development. Or was it always intended that more intensive code would have to be done in an alternate language like C++? Or is it only good for Flappy Bird clones? I like the format of Swift but might have to go back to my dirty unsafe c code. I really would like to use SpriteKit though - maybe pure Objective C solves these problems? I haven't tried it yet.