Game Development Community

Memory usage issue

by De Sa Ferreira · in Torque Game Builder · 08/22/2009 (2:26 pm) · 4 replies

Hello,

I know this has been discussed a lot on the forum but i cannot find any satisfying answer.
Here is my problem :

I have a game with a lot of sprites, all static ones being set to preload = "0" and allowUnload = "1". So i guess having lots of sprites or not should not affect loading a level which is actually only a splash screen. But i noticed that for my first splash screen the memory usage goes over 400Mb, so i removed all the sprites from my project except the splash image and then the usage would barely go over 40Mb.
So, is the preload attribute not working or am i doing something wrong ? because it seems something is loaded whether i set preload to 0 or 1.

Any help on that issue would be appreciated, thank you.

#1
08/22/2009 (3:18 pm)
Hi!

Have you the "filter pad" option checked in the image settings? if it's checked try to uncheck it.

Greetings.
#2
08/22/2009 (3:32 pm)
I unchecked it and it made the memory usage drop to 330Mb so that is a ~100Mb difference but still not enough.

But thank you for the info, i will have to go and check what this filter pad is and see if i need it or not. (yes, i am a TGB noob ;) )

Thank again.
#3
08/22/2009 (5:39 pm)
You mentioned that the all the sprites are on the screen to make a splash screen.

Are the sprites moving or could you create one larger image in Photoshop (or whatever you use) and simply show the one image?
#4
08/23/2009 (8:43 am)
No, i meant i have a lot of sprites in my project, not on the screen. They are not even used at that moment of the game. Only the splash image is loaded.
That is why i wonder why those not-loaded sprites affect the memory usage.