#Memory keeps rising

16 messages · Page 1 of 1 (latest)

slow topaz
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I followed the super platformer tutorial with the gun and I was adding onto it myself. When I shoot continually for about a minute or 2, the game runs slow and the memory usage is pretty high.
I'm using a decent amount of particles for a tracer effect and for when the bullets hit something so maybe there's an issue there. Also I think I'm deleting any bullets that don't hit anything, but I'm not 100% sure.

broken pelican
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ok so confirm

is the memory usage high from the get go, or does it slowly creep up over time?

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if you don't shoot, it is ok?

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and then showing any shoot code and bullet code would be good

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bullets aren't the only things that need deleting, so would be nice to see what you have so far

slow topaz
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The memory creeps up overtime only when shooting. If I don't shoot, it's fine.

broken pelican
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there it is: part_system_create in step

south muralBOT
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With this function you can destroy a given particles system and remove it from memory. This should always be called when the system is no longer needed, like at the end of a room, or in the destroy event of an instance, otherwise you could end up with particles appearing in later rooms and no way to remove them as well as a memory leak which will eventually crash your game.

Arguments
ind: The index of the particle system to destroy.

broken pelican
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^ every time you have a destroy function, you need to use it

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and that implies that that kind of data doesn't automatically get cleaned up

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you have part_system_create stored in a local variable

the local variable gets cleared every step, but not the part_system. it sits in memory forever inaccessible, and since a new one is made every frame, it accumulates - this is called a memory leak

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so

put all your part_system_create, part_type_create etc stuff in the create event, in an instance variable

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only this needs to be in step

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and then call part_system_destroy in clean up

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likewise the stuff in begin step is dodgy