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Found 2 results

  1. Hi, Is it relevant to apply a pooling system to Phaser's Tweens in optic to reduce the garbage collector invocation ? Because this subject as already been asked but dont find a clear answer : Thanks
  2. Hi guys! I have this scene where I import different meshes with lots of polygons, like here: http://babylonjs-playground.com/#1OI6LZ#11 You'll see that I'm importing the same mesh repeated times instead of using instances on purpose. So at some moment, I'd like to remove some of these meshes. In the example above, when you click on the skulls, the mesh.dispose() is called. When I track the memory with the Chrome JS Heap timeline tool I can't really see the memory released though when the dispose() function is called. Here the four skulls were loaded and then I clicked on every one of them, so shouldn't there be some drops visible?: Is there something I'm missing?