@EdDiGeronimo eh.... maybe 12 times in my GameplayScreen constructor... but I think I'm drawing 2 sets of particles as well; not smart.
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Replying to @DaveVoyles
@DaveVoyles To be more precise, calling it during gameplay is what matters. Calling it when you start gameplay doesn't really matter.1 reply 0 retweets 0 likes -
Replying to @EdDiGeronimo
@EdDiGeronimo Oh, in that case I'm not calling anything new during gameplay, that I'm aware of2 replies 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Is your particle engine using it, or any other 3rd party code you use?2 replies 0 retweets 0 likes -
Replying to @EdDiGeronimo
@EdDiGeronimo plus being able to edit all of the particle properties in XML makes it much easier too1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Do the XML files get loaded when they're used, or preloaded?2 replies 0 retweets 0 likes -
Replying to @EdDiGeronimo
@EdDiGeronimo hmmm good question.... It's only one, anyway. I'm not sure.1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles The .NET XML parser generates a TON of garbage1 reply 0 retweets 0 likes -
Replying to @EdDiGeronimo
@EdDiGeronimo Well that could explain it :) Let's see if I turn off the particles, what happens.1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Run the XNA remote performance monitor. I think one of the stats it reports is how many memory allocations your game has made.2 replies 0 retweets 0 likes
@EdDiGeronimo Definitely not the particles. Just turned them off, same issue.
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