- Joined
- Jul 17, 2017
- Messages
- 77
I'm trying to track down a slowdown that semi-consistently happens over tens of minutes of normal gameplay. I suspect a memory leak — the task manager shows that the executable's memory footprint gradually climbs & doesn't reset to starting when I null out the game and return to the main menu.
I recall that blitz had a command that printed out the current memory usage — is there anything like that in CX? It'd be nice to be able to print out memory usage before/after functions to try and track down the hypothetical leak.
Alternatively, are there any other techniques people have used to manage memory in their games? I'm using pooling for particles & have been thinking of trying to do the same for utilities like my Vector2, but I don't want to do that refactor unless it's likely to be useful.
I recall that blitz had a command that printed out the current memory usage — is there anything like that in CX? It'd be nice to be able to print out memory usage before/after functions to try and track down the hypothetical leak.
Alternatively, are there any other techniques people have used to manage memory in their games? I'm using pooling for particles & have been thinking of trying to do the same for utilities like my Vector2, but I don't want to do that refactor unless it's likely to be useful.