Earlier this morning when I released the USA Games News I made mention
of a major bug in the cross platform Genesis Engine. Basically, that the
engine was hogging too much processor power and ram than it should.
Well, it so happens after several hours of looking over the code line by
line, inch by inch, etc I have found the source of the problem. It
happens to be a very massive, extremely huge, like totally unbelievable
memory leek of godlike proportions.Actually, forget leek and call it
more like a full blown
flood of memory loss.
In short, the basic problem was this. The soundClose function in my
Audio3D class failed to close sounds when it was called upon to do so.
So if i closed a gun sound to load a new one in its place, had the game
speak a message and dispose of it, the game just kept adding a new one
on the system heap without ever actually removing the old sounds and
speech messages from memory. Obviously, the end result of this was
a massive heap overflow. The engine kept piling sound files, speech
messages, etc onto the heap and of course sooner or later the game would
run out of available memory and die. After fixing said bug the game runs
fast, light, and smooth so far. Oh, and i put the high quality 44100 KHZ
sounds back in the game and no serious memory issues. It uses more
memory of course, but it isn't going to crash the game on a fairly
decent computer now. Just thought you might like to know about this
exciting news flash.
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