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

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