Quote: "I've not seen how much memory is used at all for any project I have tried. So no idea as such. However, 5000 sprites could take a fair bit of memory dependent on how much memory is taken up per sprite.
If each sprite say takes up 50kb, then 5000 of them would result in 250,000kb or 244 MB roughly. Obviously I doubt each sprite takes anywhere near 50k but you see my point.
Of course this doesn't explain the initial memory size difference. How much memory do you think should be used, taking into account each sprites memory size?"
I belive the size the app adjusts it self to after a while is the correct one.
Must be something with when it creates the sprites that chunks up the memory.
I will have to do some more tests as the android player dont display my raycaster right at all?
Only the floor is raycasted correctly?