Liam, Check this post by Shane http://www.lostinactionscript.com/blog/index.php/2008/10/30/object-pooling-in-as3/
Also, you can go to his svn repository and download his pooling classes... Maybe that can help On Dec 14, 11:22 pm, Liam Jones <[email protected]> wrote: > 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
