Questions tagged [memory]

The tag has no usage guidance.

Filter by
Sorted by
Tagged with
0
votes
1answer
39 views

If I create a prefab out of an object on scene will my game take more memory in Unity?

If I create a prefab out of an object on scene will my game take more memory in Unity? I have 30 enemies on my scene. I created a prefab for every one of them. I am going to use each of the created ...
2
votes
1answer
198 views

What is happening during queue_free() process?

From time to time, I encounter a hard-to-reproduce bug with a similar line of code: ...
1
vote
1answer
36 views

How signals work when Node2D is queue_freed?

Consider this setup: * KinematicBody2D (Player) |- Sprite (icon.png) |- VisibilityNotifier2D With Player.gd: ...
0
votes
0answers
20 views

Memory managing fully removing an item from a dictionary of GameObjects - Unity

When you have a dictionary that looks like Dictionary<string,GameObject> dictionaryOfGameObjects, for removing an item from the dictionary, do you have to <...
0
votes
0answers
56 views

Unity Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY

Unity - How does one debug this Xcode error on an iOS device? Debug - UnityGfxDeviceWorker (34): EXC_RESOURCE RESOURCE_TYPE_MEMORY
1
vote
1answer
35 views

Right way to dispose of a WWW IEnumerator after it has completed - Unity

What is the "right" way to dispose of an Ienumerator coroutine after it has completed?
0
votes
0answers
47 views

Running into memory issues during procedural generation

I'm procedurally generating a map of hex cells and creating a variety of paths along this grid. As I'm creating these paths every about 10 runs of the game, Unity is running out of memory while ...
1
vote
0answers
35 views

How can I remove sprites when they are outside viewport, but then add them again if I return to their location to save memory

I'm creating an open-world RPG like Neverwinter nights. But I’m worried about memory and am afraid if I just populate a huge world with physics based sprite nodes, I won't have any memory for anything ...
0
votes
1answer
42 views

In unity i have this code that has to make a lot of allocation but no new variables are creates, but still the RAM usage just keeps climbing

So I have this code that has four for-loops inside each other, so there are a lot of actions, but no new Space should be needed. Still, when trying to run this, Unity stops responding and in the Task-...
5
votes
1answer
456 views

How do open world game engines allocate memory?

My troubles I've been trying to create a game engine but since I am not well experienced in C++ I am having trouble deciding on how to load new scenes efficiently level by level or just an open world. ...
4
votes
2answers
440 views

String storage in game engine

I've been designing the memory management module for my game engine, including things like custom allocators and when it came to allocating memory for strings I kinda got stuck. What I mean by strings ...
0
votes
1answer
360 views

C++:Segmentation fault (core dumped) while creating gameobject

i made a small code to debug and i get this error player inherit from gameobject code ...
-1
votes
1answer
133 views

C++: passing gameobject as a parameter and then into vector

firstly iam used to java and new to c++ so maybe this will looks a noob's question i will explain this and give a pseudo code and then c++ just so you can understand me i have a player class which ...
8
votes
4answers
5k views

Mechanics to keep mobs and environment alive without using tons of memory?

I'm working on a server for a little mobile MMORPG. This consists mainly of two important features: mobs and environment resources like trees, rocks etc. The world is randomly generated and each time ...
2
votes
0answers
454 views

Using shared memory instead of marshalling for C++ native plugins in Unity?

So I'm a C++ developer who has been playing with C# for a week or two in order to get acquainted with Unity, and I'm curious about the marshalling process used to transfer data for use in C++ native ...
0
votes
2answers
161 views

How do I download audio resources and cache them?

I am developing a game in Unity 2019. The instructions of the game must be translated into several languages. Currently they are part of the compilation, but this makes the compilation very large. I ...
1
vote
1answer
64 views

Memory tracker allocates while outputting results

I've written a memory tracker for use in my game engine. I based it on this slide in a talk by Nicolai Josuttis. One problem I'm having is that, during reporting, the implicit string conversion and ...
1
vote
2answers
221 views

Disposing objects when changing screens

I'm making my first game with LibGDX and Box2D, and I've realized that the memory used increases when I change screens. It starts from 150MB and progressively reaches 850. How should I deal with this? ...
1
vote
0answers
88 views

Estimate an AssetBundle size in RAM

I'm working on a small tool on top of the Asset bundle browser to estimate how much size in RAM a bundle will take so I can put a hard limit / validation before a bundle is submitted to version ...
1
vote
2answers
477 views

Unreasonably large memory use with high-res screenshot script

I'm using this piece of code to save renders and I'm saving renders in every frame inside Update(). Code: ...
0
votes
0answers
36 views

How to find the source of a memory leak in a Blockchain + Node.js game

We have been working in a Node.js game, part of a game network, which seems to be working slower and slower as you keep it open, as well as it seems to increase the RAM and CPU usage over time. We ...
1
vote
1answer
154 views

For PC game development with Visual Studio, how do AAA developers reconcile their dozens-of-GB games with VS's 4 GB memory limits?

As far as I understand it, Visual Studio is the de-facto standard for Windows development in C# and C++, but it is limited by the fact that it's a 32-bit application and thus only has access to 4 GB ...
0
votes
1answer
50 views

Memory Management when changing Game States [closed]

I am just wondering what are some of the issues of loading and freeing the memory every time player changes the game state? Or is it better to load all the resources at once?
0
votes
2answers
97 views

Any advantage of having chunks with sizes by the power of two?

With my past experience of having my little game lag because of the size of the world, I have decided that in whatever next project I might choose to create, I will split said world into chunks. Now ...
1
vote
1answer
136 views

Vulkan - preallocating chunks of memory and resource memory requirements

I would like to allocate a bigger chunk of memory and then suballocate from it but I don't fully understand how memory requirements work, is there a chance that when I allocate a piece of device local ...
0
votes
0answers
90 views

How should I send large amounts of data from java to c++ (within the same process)

I'm writing a game that is mostly in Java (because that's the language I'm most comfortable with) while the graphics are in C++ (because of speed, and because the Vulkan API is hard enough to learn ...
1
vote
1answer
137 views

How did older games manage their sprites? [closed]

I’m aware that older games would reuse sprites as much as possible (Like the bushes and clouds in Mario, or slime and red slime in dragon quest), how did they manage their sprites? Did they preload ...
0
votes
1answer
525 views

How do open world games handle efficiently enemy respawn?

I'm currently working on a 2D open world game loaded in chunks, initially I thought It would be sufficient to spawn entities randomly in a specific "radius" close to the player, and periodically ...
1
vote
1answer
2k views

Memory is not getting freed on Destroy()

Manager script(simple script attached to an empty GameObject on scene) on Start() instantiates 1000 default cubes with rigidbody component added and gravity check ticked. ...
-1
votes
1answer
62 views

Static variable pre-declaration & memory heap expansion in Unity

When I profile my apps, I make sure that the code like this one: private void Update(){ int count = GetEnemyCount(); } get's converted to this one: ...
0
votes
1answer
87 views

Let both clients know of complete game-state in turn-based game?

I'm writing a simple turn-based game for mobile, just to test the waters and I'm having doubts about the approach. Each player has 5 cards on hand. I want for both players to be able to replay ...
1
vote
1answer
687 views

How can I make a custom memory allocation for classes with virtual methods? [closed]

I want to create a custom allocator that stores objects to the heap sequentially. The allocator itself is very simple. It just allocates a big chunk of memory and moves an offset as ...
3
votes
1answer
4k views

How to properly manage memory in SDL2?

I have yet another question regarding SDL2. I have some drawSprite & drawBackround & ...
2
votes
2answers
768 views

How can I read values from a running instance of an existing game? [closed]

I play an indie flight simulation game in Windows. I want to add a specific feature by means of creating a third-party add-on. This apps will "link" and gather current altitude and position data from ...
1
vote
0answers
463 views

How to load data from stbi allocated memory into java managed memory?

LWJGL3 provides me with simple wrappers around nothings' stb libraries. In order to load images I thus make use of the stb_image wrapper. My issue is that when I use this wrapper library, all I get ...
1
vote
0answers
37 views

Unity inconsistent memory profiling when running same scene

I'm in the making of a 2D silhouette style game where I'm trying basically 2 setups: One where it consists only of sprites, One where it consists of a mix of sprites and meshes with NO texture. Now,...
1
vote
1answer
806 views

Unity engine memory usage issue - taking up more than it should

I'm making a 2D game that consists mostly of sprites. As a lot of them were too large in file size, I swapped them into meshes with unlit materials without textures. Now, The problem is that Unity by ...
0
votes
1answer
312 views

Efficient Dynamic Memory Management

My world is procedurally generated. As the player moves, chunks behind them are unloaded and chunks in front of them are loaded. Each chunk has a mesh of triangles. At the moment, I create two VBOs ...
2
votes
2answers
787 views

Voxel Game - High Memory and CPU Usage

I am currently developing a voxel game and I had recently noticed that the game from startup is at around 2GB of memory. Currently I am rendering 14 x 14 chunks as shown: I did a profile on the game ...
2
votes
1answer
539 views

How can I build a data structure that will persist across saves/loads in GameMaker version 8.1 and earlier?

I wish to build data structures such as trees, linked lists, graphs, stacks, queues, etc. in Game Maker. However, the concept of object in Game Maker Version 8.1 and older does not have a reliable ...
2
votes
0answers
77 views

Are there well-known tools for chasing down VRAM & GTT memory leaks? [closed]

Problem. I have inherited a large C++ 3D graphics codebase (with some shader code). The program runs for about 1-5 minutes before crashing. Problem Data. Using system tools, one can see a sharp rise ...
12
votes
1answer
2k views

How do I know if memory isn't being handled right?

My (2D) game's memory footprint seems to increase any time I load a texture, e.g. when I start my game it uses 30 mb private RAM, after transversing a ~367mb background file, so it's all in RAM at ...
1
vote
0answers
79 views

Memory usage increasing ~10kb every frame [closed]

I am currently developing a game for Android (using the SDK) and have been trying to reduce the memory usage. I have discovered that during each frame, the memory usage increases by about 10kb. The ...
2
votes
3answers
829 views

Is replacing a struct field in a class generating garbage using C#?

I am somewhat aware of the differences between classes and structs, when each is allocated on the heap vs the stack, what happens when calling methods etc. As far as I know, the memory for a struct ...
20
votes
2answers
5k views

How does GPU handle texture and VRAM?

It's actually a bunch of inter-related questions: Are compressed textures (dxt5/dxt1 etc.) ever completely decompressed while going through rendering pipeline? If the answer to the first question is ...
-2
votes
3answers
261 views

How should I store a large number of rooms with objects in them?

Right now I'm using C# in XNA/MonoGame. I'm brainstorming an isometric game that consists of rectangular rooms. The allowed dimensions of each room range from 3x3x3 to 12x12x6. The max volume of each ...
23
votes
4answers
10k views

How do C++ games handle memory allocation failure?

I am aware of several games which are written in C++ but do not use exceptions. Since handling of memory allocation failure in C++ is generally built around the ...
1
vote
0answers
416 views

Texture rebind on android cause potential memory leak?

After context lost, I have to rebind all my textures. I want to it the correct way, so I check each handle for availability. It's done by calling unloadFromVram(), ...
1
vote
1answer
385 views

LibGDX: Can i get some useful tips for loading textures?

So basically in my game(completely new to gave dev) I have a level select screen. I have 8 Buttons to select the levels and i use an asset manager to load the textures for the buttons. For example ...
3
votes
1answer
779 views

RAM usage unusually high, but CPU usage relatively low

I've created a relatively simple game using libgdx, but the RAM usage when I start up the game on my Android device is roughly 600-700 mb, but the CPU usage is only about ~0.05%. I've downloaded a ...