Here is a way to check objects GC status... it can't tell who is still referencing anything, but can make sure what is really GC'ed. http://blog.onthewings.net/2010/10/18/how-to-know-objects-are-really-gced-in-flash-as3/
Hope it helps. Best, Andy On Wed, Dec 15, 2010 at 10:39 AM, Miguel Kennedy <[email protected]>wrote: > Liam, > > Check this post by Shane > http://www.lostinactionscript.com/blog/index.php/2008/10/30/object-pooling-in-as3/ > > Also, you can go to his svn repository and download his pooling > classes... Maybe that can help > > On Dec 14, 11:22 pm, Liam Jones <[email protected]> wrote: > > Just tried out your suggestion Fabrice, still an ever increasing > > number of null meshes, although the memory usage is certainly > > increasing a little slower. > > I think I will have to do as Ken suggests and totally rewrite the > > asteroid creation code to use from a pool rather than create them when > > required. It's going to be a little tricky because I've been storing > > the asteroids in multiple arrays to reduce collision overheads, but > > certainly do able. Thanks for all the ideas everyone. > > > > On Dec 14, 11:04 pm, Ken Railey <[email protected]> wrote: > > > > > > > > > > > > > > > > > Looking good so far. This is kind of dodging the question, but given > the > > > design of your game I would suggest pooling and recycling those objects > > > anyway. This way you don't have to be so concerned about GC during the > > > game, and skipping all those allocations should be a little more > efficient. > > > > > -Ken > > > > > On Tue, Dec 14, 2010 at 1:39 PM, Liam Jones <[email protected]> wrote: > > > > sorry for the double post, forgot to include a link > > > > > > Game can be seen here: > > > > > >http://dl.dropbox.com/u/5312719/3D%20Tunnel.html >
