Interesting, I added a bunch of de-allocation code and it help the performance when you start a game over and over. In fact I was able to get the memory reported by GCMemAlloced() up to 3,900,000 bytes without any noticeable performance loss.
However, the memory reported by GCMemAlloced() is still increasing. That kind of makes me think that somehow memory can be lost by GCMemAlloced()?
Anything below you can see that I overlooked:
Also, does calling GCCollect() in automatic mode do anything?
Thanks
However, the memory reported by GCMemAlloced() is still increasing. That kind of makes me think that somehow memory can be lost by GCMemAlloced()?
Anything below you can see that I overlooked:
'Destory the Game Play View Screen Method Destroy() Local pTPlayer:TPlayer = Null Print "TGamePlayScreen.Destroy" SetImageFont Null 'Null the Player's Avatar m_pTPlayersAvatar.Destroy() m_pTPlayersAvatar = Null 'Null the Tile Maps. m_pTTileMapLayer1 = Null m_pTTileMapLayer2 = Null m_pTTileMapLayer3 = Null 'TODO - Need to Implement Destroy for the Tile Maps. 'Destroy the Player's Avatar. m_pTStarship.Destroy() m_pTStarship = Null 'Remove the Players from the List. For pTPlayer = EachIn m_pTPlayerList 'Destory the Players. m_pTPlayerList.Remove(pTPlayer) pTPlayer.Destroy() pTPlayer = Null Next 'Null the Players List. m_pTPlayerList.Clear() m_pTPlayerList = Null 'Null the Galaxy. m_pTGalaxy.Destroy() m_pTGalaxy = Null 'Null the Weapons Menu. If m_pTWeaponsMenu <> Null m_pTWeaponsMenu.Destroy() m_pTWeaponsMenu = Null End If End Method
Also, does calling GCCollect() in automatic mode do anything?
Thanks