After looking at a profile, and it suddenly occurred to me what the problem
may be for the excessive memory consumption, and yes, it would be my fault.

Do you know the overlay areas? In the graph screen when playing the game,
you can select to draw overlay areas, which can show you where your defense
is best, or the highest concentrations of starving or damaged units, usefull
to know where to place hospitals or inns.

Well, I made the mistake of storing one for every statistic frame, and there
are 128 of them. As soon as the game initiates, it fills 3 * 128 vectors
with width*height integers, and thats huge memory. Provided sizeof(int) is 3
(24 bits), the total usage (per team) is 18 mb on a 128x128 map, and 288 mb
on a 512x512 map, which explains the problem. I feel rather near sited not
to have seen this when I made the feature last year.


I'm making the correction in the master, to only compute for the current
frame, only for the local team, only for one vector at a time, and using
Uint16 to limit the size of the integer, since this is all thats required.
No memory is waisted.

--
Really. I'm not lieing. Bradley Arsenault.
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