Scene change memory build up now a myth or still real?

FrantoFranto Member Posts: 779

I can't find anything, maybe I'm searching with the wrong words, but I wanted to know if the whole memory build up thing from going through many scenes was a previewer problem or something that occurs in a published game as well? I remember reading a blurb about it in a thread a year ago, but now I can't find anything.

From start to when the actual gameplay begins, the player goes through 5 scenes, when I added a 6 scene before the level starts {for map selection}, the new published versions of the game would now crash upon starting the level. : I

The original scenes go as: Logo scene > Title Screen > Menu screen > Hero select > Technique select > Game start

Map select scene was put on after technique select, and the crashes began when the game starts.

Now I'm thinking I should just combine logo and title screen scenes, I can't really combine menu screen as it goes to an options scene and game info scene.

Now I'm trying to reduce the number of scene changes between start and gameplay, but I wanted to be sure that was the problem and not some unrelated bug? I would rather keep things within their own scenes to keep them organized.

The reason that logo scene has its own scene instead of being fused with title scene was because I wanted to put some kind of animated intro later on and thought it would cause too many bugs trying to have so many functions occur over a single scene space.

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