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
