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Bug Reports / Memory Leak with Append Object Command

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Cescano
9
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Joined: 4th Sep 2014
Location: Italy
Posted: 11th May 2015 07:54
There is a huge memory leak using append object command, when you delete that object, the animation data is not deleted.
In my game for example, when I move from an Island to another, this memory leak makes my game to take 250 MB more RAM! Going forward and back 3-4 times between the islands will makes the game to run out of memory and crash.

Please fix this as soon as possible as will be crazy abandoning a game I am working on since almost a year and over 50k+ lines wrote for nothing, I was hoping to release it on steam this summer.
MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 24th Jul 2015 23:43
Does ScreenFlush not fix this issue?

Cescano
9
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Joined: 4th Sep 2014
Location: Italy
Posted: 24th Jul 2015 23:58
If you mean flush video memory, as Stab said in another post, that command is empty, does nothing
MrValentine
AGK Backer
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 25th Jul 2015 00:09
No I mean force a screen flush... Resize the window and resize it back...

Ah but then again... Associated data is still held in memory...

Hmm...

There must be a way to flush meta data...

WickedX
15
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 25th Jul 2015 05:14 Edited at: 25th Jul 2015 05:21
MrValentine, I think it's confusing when you say resizing the window flushes video memory. Resizing the window will not flush video memory. Setting the display mode will.

Append Object is allocating system memory that is not being released.



MrValentine
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Playing: FFVII
Posted: 25th Jul 2015 06:39
Yeah that is what I meant...

But do you know if it will release the memory of an appended object?

Cescano
9
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Joined: 4th Sep 2014
Location: Italy
Posted: 25th Jul 2015 07:34
When I was testing that, even the set display mode wasn't able to release the memory
WickedX
15
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 25th Jul 2015 21:22 Edited at: 25th Jul 2015 21:26
Sorry, that wasn't meant to solve the problem.

In fragMOTION you can load the object you want to add the animations from and delete everything keeping only the animation info and export the object. I believe this is necessary for Append Object to be memory safe. Internally the function creates an object structure with no object ID then using the same function as Load Object, loads the object into the structure and copies the animation data to the object appended. When the function returns the data the object structure held is release but, I think all or most of the memory allocated to hold the other data that the object structure points to remains.
MrValentine
AGK Backer
13
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Joined: 5th Dec 2010
Playing: FFVII
Posted: 25th Jul 2015 23:11
Enhanced animations has that functionality

Hotline
15
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Joined: 22nd Aug 2008
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Posted: 28th Jul 2015 10:42 Edited at: 28th Jul 2015 12:27
[joke]
Someone should release a plugin called "Dark Workarounds" , i can guarantee it will be one of the best selling plugins
[/joke]

[href=forum.thegamecreators.com/?m=forum_view&t=191567&b=5]Spark Particle engine[/href]
[href=forum.thegamecreators.com/?m=forum_view&t=199163&b=5]Transform gizmo plugin[/href]
Green Gandalf
VIP Member
19
Years of Service
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Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 30th Jul 2015 21:03
Quote: "i can guarantee it will be one of the best selling plugins "


How about a WIP suggesting people post their favourite workarounds - and the good ones get listed in the first post.?

All we need is someone to make the thread...



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