@AlejandroDaJ What do you think the problem is?
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Replying to @DaveVoyles
@DaveVoyles It appears to grow linearly. Since the number of enemies increases linearly with game time, I'm betting something in enemy AI.1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@DaveVoyles I've already setup an enemy pooling system and turned enemy collision from an o(n^2) operation to an o(n) operation1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@DaveVoyles Must be something else in there I'm not thinking about.3 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ I don't know what that math means :(. Are you sure the pooling is working correctly? Took me a while to get it right1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles Yup, the pooling is working correctly. HOWEVER, one wonders if the pool size is affecting memory.1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ That could do it too, especially on mobile where you have so little1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles I just don't know if going from 80mb of mem usage to 110mb is bad1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ That's what the profiler costs? (30 megs)1 reply 0 retweets 0 likes -
Replying to @DaveVoyles
@DaveVoyles What? No. I dunno what the profiler costs. At level start, my game is 80mb of mem usage and hits 110 further in.1 reply 0 retweets 0 likes
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