Memory Leak

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Memory Leak

Postby Tzan » Sun Apr 07, 2013 6:20 pm

I fixed one today.
It took about 2 hours, bleh.
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Re: Memory Leak

Postby Natalya » Sun Apr 07, 2013 6:28 pm

a leaking problem
memory needed fixing
two hours are lost
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Re: Memory Leak

Postby pkbrennan » Sun Apr 07, 2013 7:20 pm

Natalya wrote:a leaking problem
memory needed fixing
two hours are lost


Nice Haiku
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Re: Memory Leak

Postby Keldoclock » Sun Apr 07, 2013 11:08 pm

Tzan wrote:I fixed one today.
It took about 2 hours, bleh.


Duuude, tell me about it. I feel like the omnipresence of garbage collectors in every language has made people sloppy with releasing memory, but i have friends who disagree. Opinions?
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Re: Memory Leak

Postby Tzan » Sun Apr 07, 2013 11:21 pm

I've used C, Java and now C#.
I do like garbage collectors.

The main problem in Unity is sometimes things don't work as you expect them to.
If I destroy a GameObject (a Unity object that I can't see the source code for) that is holding the only reference to a mesh, I expect that memory to be freed from the graphics card.
But I now need to sort thru any number of child objects and destroy those meshes before destroying the GameObjects.
Its just a pointless hassle.

I've been writing a game map save/loader, its done now.
Well, mostly.

I learned how to use Protobuf-net, the .Net version of Google's Protobuffers. Very fast, very compact, binary serialization.
Of course the guy who made it couldnt be bothered with documentation or examples, so I spent hours on StackOverflow reading questions.
Luckily he actually works there, so is very responsive.

Now I wish I had put the top post in haiku form :)
I was expecting someone to comment about how my brain is failing.
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Re: Memory Leak

Postby Scribonius » Mon Apr 08, 2013 11:03 am

Tzan wrote:I was expecting someone to comment about how my brain is failing.


Things are leaking out,
Sorry, out of memory.
Maybe brain is full?

Better?
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Re: Memory Leak

Postby Tzan » Mon Apr 08, 2013 11:24 am

Yes, thank you.
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Re: Memory Leak

Postby Scribonius » Wed Apr 10, 2013 1:30 pm

Tzan wrote:Yes, thank you.


You're very welcome. I figured I would put it into Haiku since it seems to be popular on the forums.
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Re: Memory Leak

Postby Tzan » Wed Apr 10, 2013 2:10 pm

Some random nonsense
is popular on forums
when put in haiku
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Re: Memory Leak

Postby Tzan » Wed May 01, 2013 2:52 pm

Working on converting things to use Vertex Colors instead of UV pointing to color swatches, for coloring briks.
This means I can have any RGB value for briks, not limited to whatever I put in a swatch image.

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Re: Memory Leak

Postby Zupponn » Wed May 01, 2013 3:38 pm

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Re: Memory Leak

Postby Natalya » Wed May 01, 2013 10:35 pm

Is that Unity?
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Re: Memory Leak

Postby Tzan » Thu May 02, 2013 9:52 am

Yes ma'am.

If you wanted to try Unity its free for the basic version, which is what I am using.
No point in buying anything till you need it.
It takes months to plow thru the basics of Unity. Lots of documentation and tutorials.

Unity also runs on Andriod, buy you need to pay $400 for the basic version of Andriod.
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Re: Memory Leak

Postby Natalya » Thu May 02, 2013 10:07 am

I put the free Unity on my computer and I started working on a game, but I need to make so many fucking models and textures it is kinda ridiculous, it will take me forever to get anywhere. I have a good premise and story and stuff but I can't do all the work on my own, I'm not fast enough at making assets. :(

A new game delayed
Assets take forever to make
In dev forever
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Re: Memory Leak

Postby Tzan » Thu May 02, 2013 10:20 am

Yup, thats they way it goes. I've been poking at this since 2008.
If you actually want to release stuff, you need to keep it small, really small, really very small, I'm not kidding.

viewtopic.php?f=9&t=271
viewtopic.php?f=9&t=8596&p=200845#p200845

You need to learn everything on your own, modeling, design, programming.
Or find some sucker... er... I mean supporter, to help with things, for free.

This web player demo is from Dec 2011.
It hasnt changed much since then. All the additions have been invisible.
Quad tree mesh combining
Map save/load
messenger system
vertex coloring


Instructions: https://dl.dropboxusercontent.com/u/104 ... ctions.txt

Demo: https://dl.dropboxusercontent.com/u/104 ... _6_11.html

Hmm that player is really dark, suppose I should make a new one.
Last edited by Tzan on Thu May 02, 2013 10:35 am, edited 1 time in total.
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