I am working on a live multiplayer version of a pictionary like game. It will be like draw something except live with 4 players and not turn based.
is there a benefit to writing my drawing algorythm in OpenGL ES vs CoreGraphics (Quatz 2D) in this situation since i have to be sharing it among 4 players over a network? Or as far as performance goes?
From my own experience in game development... the main reason is performance. Simple 2D game was VERY slow with core graphics and VERY fast with OpenGL ES (1.1).
There was a lot of issues with the positioning of images, strange lines between tiles but at the end we managed to fix it all. In reality, we built a small library of functions very similar to core graphics, only simpler and faster.
Also, portability with OpenGL is simple, with Core Graphics impossible.