Are Animations Stored Into Memory When Run?

FallacyStudiosFallacyStudios Member Posts: 970
edited March 2013 in Working with GS (Mac)
So when you run an animation is it all stored into memory? Cause all my images total are only 16.7 MB but my game crashes on the 3rd level with 300MB in the Images section. Anyone have any clue how it could get that high?

Comments

  • FallacyStudiosFallacyStudios Member Posts: 970
    So after many testing and process of elimination it is most certainly the animations causing this.

    So the game runs fine and everything works properly. The buildings I have in the game are recycled actors. There are 7 buildings and 7 buildings behind the buildings. This behind the buildings image basically provides the back and top parts of the building. Now when the building itself is destroyed this backdrop building runs a destroying animation. Its about 30 frames and the image (and the actor is changed to the size of these images) normally they are around 300x400 or so. After the animation runs it stays on the last image of the animation until you reach the end of the scene and wrap around. At which point all of the buildings are reset including their backdrop buildings (the ones that ran the animation) they are all set back to their normal sizes of about 60x100 (depending on the building).

    So basically what happens is when the building is destroyed and the animation is run approx 20mb of the Image section of the memory usage is added. This does not go away. I am using the same actors so why does all this animation image usage stack on and never come off?

    Does anyone have any ideas on work arounds so I can still use these animations yet the game engine not crash? I really like my artists animation and it looks excellent in game and would be a total waste to have to scrap them just because the game engine insists on retaining every animation ever run
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