Questions tagged [memory]

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23
votes
4answers
9k 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 ...
19
votes
2answers
4k 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 ...
18
votes
2answers
6k views

Does allocating and freeing a huge chunk of memory at startup “clean up memory?”

The book Game Coding Complete, Fourth Edition, chapter 5 (Game Initialization and Shutdown), section Checking Memory contains this interesting code sample: ...
18
votes
3answers
2k views

How do you prepare for out of memory conditions?

This can be easy for games with well defined scope, but the question is about sandbox games, where the player is allowed to create and build anything. Possible techniques: Use memory pools with ...
16
votes
3answers
9k views

CPU - GPU memory data flow [closed]

I'm a newbie graphics programmer and I've been wondering recently - how does model data (meshes and materials) flow from application (CPU memory) to graphics card (GPU memory?)? Say I have a static ...
15
votes
5answers
1k views

Why is chunk size often a power of two?

There are many Minecraft clones out there and I am working on my own implementation. A principle of terrain rendering is tiling the whole world in fixed size chunks to reduce the effort of localized ...
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 ...
10
votes
3answers
3k views

Why is custom memory management needed for assets?

Pretty much all resources relating to game programming, especially 3D open-world games, talk about how you have to constantly be unloading and reloading assets to and from disk, system memory, and ...
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 ...
8
votes
1answer
421 views

Do SpriteBuilder's Smart Sprite Sheet need to be loaded to memory?

When I create an Smart Sprite Sheet Folder using SpriteBuilder and publish it, must I load that SpriteSheet into memory "FrameCache" with code or does SpriteBuilder do this automatically (so I just ...
7
votes
2answers
630 views

Should a game clean up after itself when exiting? [closed]

Should a game/engine clean up after itself(close windows, shut down renderers, close files, free memory) when its closed? The OS should do that anyway, and usually in a faster way. I guess most ...
7
votes
2answers
5k views

Vertex buffers - interleaved or separate? [closed]

Interleaved - all vertex data (position, normal, texcoord...) kept in 1 vertex buffer, separate - each vertex attribute is kept in a separate vertex buffer (1 for positions, 1 for normals...). I know ...
6
votes
5answers
2k views

How to make blocks like “redstone” working in a minecraft-like game when the chunks are not loaded

I'm working on a 2D minecraft-like game, I use chunks to save my world and each chunk has 128*128 blocks in it. And infinite chunks can create an infinite world. Memory should never be infinite and ...
6
votes
1answer
1k views

Why do mesh classes still contain vertex arrays if VBO's exist?

I find I'm a bit confused about the practical use of resource management in combination with memory not tied to the CPU. Correct resource management is often recommended in game tutorials, books and ...
6
votes
1answer
2k views

MMORPG game map in-memory storage techniques

For 2-3 years I've been interested into MMO development. I'm browsing some emulators source codes and open source projects. Usually I'm checking how the game server stores data about the 2D map. ...
4
votes
1answer
715 views

Should I be concerned about assets being accessed by dumping VRAM?

I have heard many people tell me that a user can dump the VRAM on their GPU and get all the images in my game. Including all "Streamed" images. This includes most of my Menu graphics. How would a ...
4
votes
1answer
1k views

Do OpenGL buffers overflow to CPU memory?

This is a question about OpenGL buffers and memory. My game world is mid-sized, one contiguous space, unchanging, and only partially visible from any position. Will modern OpenGL overflow buffers ...
4
votes
1answer
970 views

glBufferData consuming system memory

I am memory profiling my game in Visual Studio and about 60% of memory usage is happening from calls to glBufferData(). I may be missing something but should this ...
4
votes
1answer
481 views

When does the memory transfer from CPU to GPU happen when creating a buffer?

I just finished my first DirectX 11 program. But I have several questions on memory transfer between CPU and GPU. In my program, I create a vertex buffer first: ...
3
votes
2answers
1k views

Memory Leak in SharpDX

one Thing I found out: Windows 7 produces a memory leak while using certain methods to access rendertargets. Why doesn't Windows 8 leak at this method? ...
3
votes
2answers
214 views

Spritesheet filesize gets huge after compiling

I have a 14x2 spritesheet which has 125 Kb in raw .png. But as soon as I compile that to .xnb, it mutates to 4 MB. So my question is: Why is that? And how can I fix that?
3
votes
2answers
178 views

Circular Method Calls

The title may be a little wrong for what I am asking, but that was the closest I could think of. My problem is I am making a game that includes a World class and a ...
3
votes
2answers
2k views

What is the range of RAM consumption for the typical 3D character in a video game?

What is the average number of KB in memory for a 3D character? Granted, this will obviously be biased based on what game we're talking about. However, I am less interested in actual size in KB, and ...
3
votes
1answer
150 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....
3
votes
2answers
216 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 ...
3
votes
1answer
768 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 ...
3
votes
1answer
3k views

How to properly manage memory in SDL2?

I have yet another question regarding SDL2. I have some drawSprite & drawBackround & ...
3
votes
1answer
210 views

Is keeping all my game art in a static class wasting memory?

When I make games, I generally create a static class called Art that has static fields to track all content in the game. For example ...
2
votes
3answers
603 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 ...
2
votes
2answers
4k views

std::map for storing static const Objects

I am making a game similar to Minecraft, and I am trying to fine a way to keep a map of Block objects sorted by their id. This is almost identical to the way that Minecraft does it, in that they ...
2
votes
1answer
287 views

How to load up many images without using too much memory

When writing games, I am aware that images take up a lot of space. If one has a large graphical game, they don't want problems with memory, or to give players the message "Go buy a better computer to ...
2
votes
1answer
513 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
1answer
126 views

Java - Loading background music into memory

I am currently developing a game with Java, with a soundtrack consisting of ten tracks in .ogg format, 1-2 MB in size each. To be able to switch between these tracks quickly and easily in the game, ...
2
votes
2answers
132 views

Destroying object from object method

My game uses an entity manager and entities to represent everything including the player, enemes, items, ..everything in the game. In my engine it's the responsibility of every entity to update itself....
2
votes
0answers
197 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 ...
2
votes
2answers
156 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 ...
2
votes
0answers
73 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 ...
2
votes
0answers
334 views

SDL2 SDL_CreateTexture returns pointer to existing texture

I have an initialized renderer in SDL2 that works fine. I create some textures from images using SDL_CreateTextureFromSurface and store them in a vector. ...
2
votes
0answers
1k views

Find References In Scene of scriptable object unity asset shows incorrect results

I'm trying to work out why my game is loading a large sprite atlas that I don't think it should be. The snapshot view of the profiler shows that the atlas is loaded. The references pane shows that it'...
2
votes
1answer
500 views

Box2dWeb: must fixtures be destroyed explicitly when destroying the body?

I use b2WorldObj.DestroyBody(bodyObj) to destroy the body when it is not needed anymore. The body has one fixture attached to it. Do I need to destroy the fixture before destroying the body? or ...
1
vote
2answers
185 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: ...
1
vote
1answer
133 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 ...
1
vote
1answer
499 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 ...
1
vote
2answers
518 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 ...
1
vote
1answer
1k views

About HLSL array packing policy

This is not a question but a confirmation if I'm correct about the behavior of HLSL arrays. I'm working with a standard lighting vertex shader, HLSL plus C++, DirectX11.1 API. For storing my lights ...
1
vote
1answer
462 views

Method of handling audio and memory in game

I've started coding a new game project and I've implemented Ogre for the graphics rendering and begun thinking about the audio side of things. I was considering using the SFML audio component for ...
1
vote
2answers
124 views

How can I minimise memory thrashing when doing vector math in JavaScript or ActionScript?

Please note that a similar question has been asked before in the context of C#. Say I'm building a 3D game in Javascript or Actionscript, and doing a lot of 3D vector math. In current libraries, ...
1
vote
2answers
694 views

Efficient UI for RTS units

I was wondering how I should approach the runtime changes on the game UI when selecting different types of units in a RTS. For example, in Starcraft, each unit type has its own portrait, attributes, ...
1
vote
1answer
121 views

How do I destroy a SDL_Finger pointer?

Hello I'm using SDL with C++ and I got this code: void handleEvents() { SDL_Finger* finger = SDL_GetTouchFinger(SDL_GetTouchDevice(0), 0); } I do not know ...
1
vote
1answer
97 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 ...