I don't know, perhaps I'm being thick, but I do not understand what in
the world you are talking about. Sorry, I'm probably just being slow.

On 8/31/14, shaun everiss <sm.ever...@gmail.com> wrote:
> While reality gaming does not use bgt the engine used does have sound
> issues from time to time.
> Still does.
> what is done as every objective that is completed level, etc the
> buffers are cleared, there is a bit more than that now because often
> something gets maxed, ie if you die some values may not be
> cleared  till program restarts and then you may loose some more stuff.
> Right now various little issues like that are happening.
>
> At 11:58 p.m. 31/08/2014, you wrote:
>>The overflow point in bgt is 10000 calls. I was pretty much having
>>functions call each other without ever using returns, so odds are I
>>would have hit that limit before completing the game. I'm planning
>>to do some restructuring, and hopefully I'll be able to at least
>>heavily reduce the size of the stack. As a reference point, by the
>>time the player would have finished approximately what I expect to
>>be the first seen of the game, the call stack is around 400 function
>>calls. This is also running on an early early setup of the game; so
>>for all I know there's going to be a lot more functions added, which
>>would have driven that number up even further.
>>
>>----- Original Message -----
>>From: Thomas Ward <thomasward1...@gmail.com
>>To: Gamers Discussion list <gamers@audyssey.org
>>Date sent: Sat, 30 Aug 2014 22:17:18 -0400
>>Subject: Re: [Audyssey] clear call stack in bgt
>>
>>Hi John,
>>
>>I will answer your questions as best I can but I think you have some
>>confusion over what the call stack is, how it works, and therefore may
>>be worrying about nothing.
>>
>>First, as to your question there is no way to kill the stack with out
>>killing the entire program. If your function that clears the stack
>>returns there would essentially be nothing left in memory to return to
>>resulting in a crash. Quite frankly put since the stack holds the
>>memory address of every function and variable in your program if you
>>kill the stack you might as well kill the entire program since there
>>are essentially no functions and variables in memory to access.
>>
>>Second, as for creating the size of the call stack don't worry about
>>it too much. If you are paranoid about this all you have to do is some
>>very memory efficient coding such as instead of using a lot of global
>>variables pass information by reference to functions and use local
>>variables as often as possible. Every time a function returns the
>>function itself is released from the stack, and any variables etc
>>contained there in are also removed freeing up more memory on the
>>stack for more functions and variables.
>>
>>I don't honestly see you having a serious stack overflow here, because
>>BGT seems to have a reasonably large enough call stack for any game
>>you can conceive of. Its not about how many functions you have in the
>>program or how many times you call them. As I said every time a
>>function returns the function is removed from the stack along with any
>>pointers, objects, and variables it may contain in the local scope so
>>its not like that stuff remains in memory forever. Sooner or later it
>>will get removed from the stack making room for something else.
>>
>>That said, using loops like a while loop is more memory efficient than
>>using recursion. In other words if you need to perform the same action
>>multiple times instead of simply calling the same function over and
>>over again, (recursion,) put it in a loop so that the function only
>>gets called when a certain state is true, and if not the loop exits
>>and the function can be removed from the stack.
>>
>>Cheers!
>>
>>
>>
>>On 8/29/14, john <jpcarnemo...@gmail.com> wrote:
>>HI all,
>>         As the subject suggests, I'm wondering if its possible to clear
>> (or
>>increase the size of) the call stack in bgt (or any programming language,
>>for that matter). I'm having difficulty from keeping my projects from
>>continually increasing the size
>>of the stack, and while this would be just fine for a small program, I'm
>>pretty sure my major project is going to go over 10000 eventually,
>> possibly
>>regardless of how perfectly the player performs. If there's no way to do
>>this, are there any tips I
>>can get as to how to make a program continue running without increasing
>> the
>>call stack, as I'm going to have to be constantly switching between
>>functions, that need to be able to call each other a theoretically
>> infinite
>>number of times.
>>
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