Search the Community

Showing results for tags 'memory'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • HTML5 Game Coding
    • News
    • Game Showcase
    • Facebook Instant Games
    • Coding and Game Design
  • Frameworks
    • Phaser 3
    • Phaser 2
    • Pixi.js
    • Babylon.js
    • Panda 2
    • melonJS
    • Haxe JS
    • Kiwi.js
  • General
    • General Talk
  • Business
    • Collaborations (un-paid)
    • Jobs (Hiring and Freelance)
    • Services Offered

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...


  • Start



Website URL





Found 64 results

  1. s4m_ur4i

    Delete loaded files from cache

    Hey, I got some scenes, which loading assets only needed in those, I would like to clear the cache out of the files when a new scene is started so that the memory is free again. But I can't find an example or something in the docs. I had a look at this.scene.cache.destroy(); But when I do this in a constructor: It throws an error that cache is not defined. Or at the first line in preload: it messes up the files that will be loaded afterward. Can anyone help me out regarding this? cheers
  2. Hi All, What is the best way to free the memory used by a scene ? I tried scene.dispose but I don't retrieve all the level of memory that I had before loading the scene... Thanks for your help. Best regards
  3. I'm rendering the content of some PNG's via a 4096 by 4096 RenderTexture, to cram all of it in the GPU memory, for scrolling usage. As each column should be 1024 pixels wide I can store a maximum of 16384 pixels of height to scroll through. I use 4096 as width and height because of But what to do if I want more than 16384 pixels to scroll through in one go? Suddenly realised: Should I just use some extra texture(s) of 4096 by 4096? It looks like a maximum of 8 textures is a safe bet: Or is there a better approach?
  4. There is the MATCH TWO game at The p-code was written in HTML5 JavaScript. The home page is In the MATCH TWO game there are 20 tiles. Behind each tile there is a picture of a bird. There are 10 different bird pictures. Each bird is behind two tiles. You are to select two of the tiles. They will only stay shown, if they match. When all 10 birds are matched, the game is over. There are 1000 different games. Test your memory! This game is written in a p-code. The p-code is executed by a p-code engine. If you click on PROGRAM in the RED STRIPE at the top, you can view the p-code programs. The p-code engine can execute the programs and it can edit the programs.There is a DATA option that allows you to see the program's data as it is being executed. There is a TRAIL option that allows you to execute the program in small steps. There is an RT, Real Time, option that allows you to change the program as it is executing. There are many YouTube videos that will show you how it works.
  5. Hi Thanks for the great BJS and TOB exporter, the meshes could be generated from Blender and rendered in BJS environment efficiently. However I find out something interesting that JS heap increases when the mesh is instanced in the scene. But the heap size could not be decreased when the mesh is disposed. I’m curious whether this will cause some memory issues(such as memory leak). Here is the demo of the system: The Source code is as the following or the link : If the playground is better for debugging, please try this link. The implementation and the outcome are nearly the same. (Click Sphere to generate mesh //// Click ground to dispose it) The attachment are the heap snapshots ! 。The heap1 snapshot is took before the mesh is made an instance by TOB-generated-js file 。The heap2 heap snapshot is took after the mesh is made an instance by TOB-generated-js file. We can find that the heap size is increased. 。The heap3 snapshot is somehow hard to understand that when the mesh dispose function is called, the heap size still raise a high level compared to the first snapshot. NO~~ My questions are 1. If the meshes are generated and the Js heap size is increasing at the same time. Will it cause the memory issue and make the system run slowly? 2. How to make the best to decrease the heap size after mesh dispose process. 3. I’m not sure, but during watching the snapshot constructor information, I find there may be some looping references within BJS/TOB/MeshFactory structure. Will it cause the GC(Garbage Collection) unable to release memory? Thank you ! BJS and everything here are awesome!
  6. Hi Guys, The scene that I have built, makes the page refresh every now and then on any iPad safari or chrome. On an iPad Air 2, it keeps refreshing itself every now and then. On an iPad pro, it loads, but the moment I use the camera view to look around it dies and refreshes. I am starting to think that this is something to d with the speed/memory on the iPad and the amount it can handle when the camera turns and the processing begins. I have tried debugging it on the iPad by connecting it to a Mac on safari. But as soon as the refresh happens, the dev tools disappear and also, I see no errors there before it refreshes. If I am right, how do I work towards making it lighter for iPads and if I am wrong, what should be my approach?
  7. I have Class constructor that require options parameter, that parameter is plainobject {}, also it has 0 or more arrays inside and another plainobjects. I create a lot of instances of this Class and these are succesfully pooled already. But I am wondering what to do with this options param like this one: { type: "type", ..., bodies: [ { type: "type" ..., }, ... ], ... } Sometimes options param is hardcoded, sometimes algorithm gets it by net connection in arraybuffer to recreate {} & []; What is worth pooling mechanism in javascript? For sure complex objects with a lot of properties and inner objects. What about these little guys then? {} & [] Is it worth to pool empty plain objects and arrays? With releasing it to pool you would remove all properties in {} and setting length to 0 in array.
  8. Anderberg

    Audio + memory usage = headache

    Does anyone know how to unload and destroy audio files appropriately? I have about 12 MB of audio in my game, or about 15 minutes. I do not load all of them at one time, since this will break any mobile browser. So I load them in the states they are needed. About 4 MB is loaded at the same time. According to the Task Manager in chrome, the memory used by my game just keeps growing and growing, easily above 1000MB by changing states. (Browsers decode audio to lossless => memory use is high, regardless of file format and encoding.) In all states I have a shutdown function that destroys all the sounds and purges audio loaded in the cache. This is my current code (very similar to how cache is cleared when changing states, but I have some assets I use everywhere and don't want to remove): function clearCache () { // Purge sound. var key = this.sound._sounds.length; while (key--) { this.sound._sounds[key].destroy(true); } // Destroy "everything" in cache. for (var i = 0; i < this.cache._cacheMap.length; i++) { var cache = this.cache._cacheMap[i]; for (key in cache) { if (key !== '__default' && key !== '__missing' && this.cache._doNotDelete.indexOf(key) < 0) { if (cache[key].destroy) { cache[key].destroy(); } delete cache[key]; } } }}(Note: This problem did not occur in previous Phaser versions, so I am suspecting that some reference to the audio files are lingering, but can't find out where.) Also, if anyone has a good way of profiling and debugging browser audio, please share, I haven't found a good way to figure out where all this memory goes (Chrome heap profiler says that I use | 20MB).
  9. litehacker

    Loading a slice of an enormous map?

    Hello, I'm just starting to learn pixi.js I want to make a game where the main character is in the middle of the screen all the time, while the map moves behind the character as it is walking. The problem is, the map is going to be extremely large. I'm going to be zoomed in on a very small portion of it. The easiest way for me to load the map, is to simply load that whole thing onto the screen. Since the whole map obviously won't fit on the screen, it'll just show a small portion. Then I can just change the x, y coordinates of the map, to make it move. But, unless pixijs is doing some good memory management I am unaware of, doing it this way will overload the memory. I'd need to be able to smoothly walk through the whole map without interruptions to load another portion of the map. Anyone try and do something like this before? What do you do to try and optimize it?
  10. Hi, I have a folder with 23MB of sounds (including music), all of them are in .ogg format because I need to support really old browsers. When loading those sounds, memory usage goes up to 900MB. If I comment the lines below, it stays about 90MB. What am I doing wrong? Controller.numMusic = 5; //Load music: for (var i = 0; i < Controller.numMusic; i++) { let soundName:string = "music" + i;, "assets/audios/music/" + soundName + ".ogg"); }"menu", "assets/audios/music/menu.ogg");, "assets/audios/" + ESounds.ACERTOU + ".ogg");, "assets/audios/" + ESounds.ERROU + ".ogg");, "assets/audios/" + ESounds.ANDANDO + ".ogg");, "assets/audios/" + ESounds.CAINDO + ".ogg");, "assets/audios/" + ESounds.CLICK_BT + ".ogg");, "assets/audios/" + ESounds.CLICK_RUN + ".ogg");, "assets/audios/" + ESounds.GRAB_ARTIFACT + ".ogg");, "assets/audios/" + ESounds.PUT_ARTIFACT_ALTAR + ".ogg");, "assets/audios/" + ESounds.BREAK_ARTIFACT + ".ogg");
  11. Hi guys, my game was working fine, fluently, etc and I was expanding it. It's platform, where a lot of bullets are flying, also many spikes hang from the upper platforms. Now, when I add more spikes and more bullets, when the turrets shot them, the game drastically slows. Is too many object there? And what can I do to make it faster again? Creating spikes: function create_spikes ( x , y , number, angle, vertical) { for (i=0; i < number; ++k, i++) { if ( vertical != 'yes' ) { spikes[k] = game.add.sprite((x+i)*16, y*16, 'kolec'); } else spikes[k] = game.add.sprite(x*16, (y+i)*16, 'kolec'); game.physics.enable(spikes[k], Phaser.Physics.ARCADE); spikes.enableBody = true; if ( angle==180 ) spikes[k].body.setSize(12, 8, -14, -16); else spikes[k].body.setSize(12, 8, 4, 8); spikes[k].body.allowGravity = false; spikes[k].angle=angle; } } //ENEMY BULLETS ebullets =; ebullets.enableBody = true; ebullets.physicsBodyType = Phaser.Physics.ARCADE; game.physics.enable(ebullets, Phaser.Physics.ARCADE); ebullets.createMultiple(50, 'enemy_bullet'); ebullets.setAll('checkWorldBounds', true); ebullets.setAll('outOfBoundsKill', true); //ENEMY SHOOTING function enemy_shooting (enemy,type,direction) { if ( type == 'mortar' && enemy.alive==true) { nextFire = + fireRate; var ebullet = ebullets.getFirstDead(); ebullet.reset(enemy.body.x-20, enemy.body.y-20); ebullet.body.velocity.y=-200; if ( player.body.x <= enemy.body.x ) ebullet.body.velocity.x=-200; else ebullet.body.velocity.x=200; }
  12. Hi, I present you my game made in Phaser, here u are: I've finished it 3 months ago. It's a platform game, to collect all goals and kill enemies. When I was creating it, it worked fine, I mean, on full fps, but when I reach the end it drastically slowed down. I started few topic about this problem. I think, it's too many bullets or sth.(or my weird structure of code). When u inspect the browser, on bottom u can see all of my phaser code I've used. It's this: <script type="text/javascript" src="functions.js"></script> <script type="text/javascript" src="create.js"></script> <script type="text/javascript" src="update.js"></script> <script type="text/javascript" src="game.js"></script> <script type="text/javascript" src="jquery-3.2.1.js"></script> My question is: how to speed up whole game? Now it's seriously problematic. Another weird thing is that on many computers it works fine, on few it doesn't run completely (black screen instead of game), on other it freezes after few seconds, and in one the space+left arrow is not working xD
  13. Walking Fort

    Follow My Lead

    Hi all, Please try out my very first game created with Phaser: Follow My Lead. INSTRUCTIONS: - Pay attention to the button sequence - Now repeat the button sequence to go to the next level - Try to complete the stage to unlock the next one! The last stage is unlimited and works the same way as a Simon game. You can try it here on newgrounds: I also converted it into an Android app with Cordova (any Cordova users here?) You can try it out here: Any feedback or advise is appreciated! Walking Fort
  14. Hello, everyone. I've been playing around a lot with Pixi.js trying to find the best ways for memory optimization. Using Pixi's loader, I load my images. Some images are very large and for the first time creating and adding them to the stage, my game freezes for a moment. After reading around, I realized that freeze is Pixi uploading the texture to the GPU. Now, my question is, would it be ideal to add in a method to pixi's loader that after the texture loads, it uploads it to the GPU? That would stop the brief freeze. I have already used Pixi's built in method to upload to the GPU and the freeze is gone. What would be the pros and cons of doing this for every texture loaded? Thank you!
  15. I'm noticing from the profiler that when I run the particle emitter in my game, the heap builds up over the course of a couple seconds and then drops back down after the garbage collection. To be sure the test is accurate, I've turned off everything else in my game so it is *only* the particle emitter that is running. My understanding is that once the initial pool of particles are created (in my case, 200), no more objects should be dynamically allocated, so why is this happening? My emitter uses a custom particle class that calls the kill() method on the particle when the particle gets more than a certain distance away from the source. My impression is that by calling kill rather than destroy, Phaser should be able to use the same particles over and over again. Why is Phaser, apparently, not reusing the particles? I'm using Phaser 2.6.2.
  16. X.htmlI intend to use Babylon.js for displaying digraphs that are uploaded by the end-user. I've noticed that that the memory grows after each upload (and the rotations and panning are getting slower). Obviously, I have to get rid of the previously loaded graphs, so I've declared scene as a global variable and have included the statement: if (scene != null) scene.dispose(); before creating the next scene. However, if the scene exist, I receive the error "No camera defined" and I have to reload the page. I'm a novice to javascript, babylon.js and 3D - I'm presuming I'm doing something obviously wrong. The error (SCRIPT5022) is in: babylon.2.5.js (12,14463) - Tried to attach the page file, but the uploading is failing with err -200 .... Here is the complete page, erroring statement marked red: <!DOCTYPE html> <html> <head> <meta http-equiv="Content-Type" content="text/html" charset="utf-8" /> <title>Babylon - Getting Started</title> <script src="babylon.2.5.js"></script> <script src="hand-1.3.7.js"></script> <style> html, body { overflow: hidden; width: 100%; height: 100%; margin: 0; padding: 0; } #renderCanvas { width: 100%; height: 100%; touch-action: none; } .button { background-color: #4CAF50; /* Green */ border: none; color: white; padding: 15px 32px; text-align: center; text-decoration: none; display: inline-block; font-size: 18px; font: verdana; } </style> </head> <body> <script> var fName = '...'; var displayModel; var engine; var xhr; var scene; window.addEventListener('DOMContentLoaded', function () { // get the canvas DOM element var canvas = document.getElementById('renderCanvas'); // load the 3D engine engine = new BABYLON.Engine(canvas, true); window.addEventListener('resize', function () { engine.resize(); }); } ); // ************************************************************************************************************************************* //http://borjan5/ArchLS/api/SoaScape3D/Render25D/62b702b6-7903-49f4-b609-5ccda2bdba4f function renderApiTest() { var url = "http://borjan5/ArchLS/api/SoaScape3D/Render25D/62b702b6-7903-49f4-b609-5ccda2bdba4f"; xhr = new XMLHttpRequest();"GET", url, false); xhr.setRequestHeader("Content-type", "application/json"); xhr.addEventListener("load", apiComplete, false); /* xhr.addEventListener("error", apiFailed, false); xhr.addEventListener("abort", apiCanceled, false); */ xhr.send(); } function renderFile25D() { var url = "http://borjan5/ArchLS/api/SoaScape3D/Render25D/62b702b6-7903-49f4-b609-5ccda2bdba4f"; xhr = new XMLHttpRequest();"GET", url,true); xhr.setRequestHeader("Content-type", "application/json"); xhr.addEventListener("load", apiComplete, false); xhr.send(); } function renderFile() { alert('Not there yet'); } // ************************************************************************************************************************************* function renderDemo() { var url = "http://borjan5/ArchLS/api/SoaScape3D/RenderDemo"; xhr = new XMLHttpRequest();"GET", url, true); xhr.setRequestHeader("Content-type", "application/json"); xhr.addEventListener("load", apiComplete, false); xhr.addEventListener("error", apiFailed, false); xhr.addEventListener("abort", apiCanceled, false); xhr.send(); } // ************************************************************************************************************************************* function renderBuiltIn() { displayModel = { "Title": "Built-in Data", "Mode": 1, "Applications": [ { "Name": "APPL1", "Form": 0, "Id": 0, "ToolTip": "", "V3": 0, "X": 46.5826874, "Y": 30.3723526, "Z": 0.0 }, { "Name": "APPL2", "Form": 0, "Id": 1, "ToolTip": "", "V3": 0, "X": 91.46761, "Y": 50.6884537, "Z": 36.0399628 }, { "Name": "APPL3", "Form": 0, "Id": 2, "ToolTip": "", "V3": 0, "X": 51.7862473, "Y": 81.5939941, "Z": 36.0399628 } ], "Services": [ { "Name": "SERVICE1", "ProviderId": 0, "Form": 1, "Id": 0, "ToolTip": "", "V3": 0, "X": 50.97662, "Y": 36.7166367, "Z": 6.359515 } ], "ConsumingRelations": [{ "ConsumerId": 1, "ServiceId": 0, "ProviderId": 0 }, { "ConsumerId": 2, "ServiceId": 0, "ProviderId": 0 } ], "DisplayBoundary": { "Form": 0, "X": 69.025146484375, "Y": 55.983173370361328, "Z": 36.039962768554688, "W": 22.442462921142578, "H": 25.610820770263672 }, "LastError": "" }; showDisplayModel(); } // ************************************************************************************************************************************* // ************************************************************************************************************************************* function myUpload() { var file = document.getElementById('9999').files[0]; var ajax = new XMLHttpRequest; var formData = new FormData; formData.append('archimateFile', file); //alert('aa1'); ajax.upload.addEventListener("progress", myProgressHandler, false); //ajax.addEventListener(''); ajax.addEventListener('load', myOnLoadHandler, false); fName = generateUUID();'PUT', 'http://BORJAN5/BAB_DATA/' + fName + '.xml', true); ajax.send(formData); } function generateUUID() { var d = new Date().getTime(); if (window.performance && typeof === "function") { d +=; } var uuid = 'xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx'.replace(/[xy]/g, function (c) { var r = (d + Math.random() * 16) % 16 | 0; d = Math.floor(d / 16); return (c == 'x' ? r : (r & 0x3 | 0x8)).toString(16); }); return uuid; } function myProgressHandler(event) { //your code to track upload progress var p = Math.floor(event.loaded / * 100); document.getElementById("uuid").textContent = fName + ' ' + p + '%'; } function myOnLoadHandler(event) { // your code on finished upload // document.title =; document.getElementById("25D").disabled = false; document.getElementById("3D").disabled = false; document.getElementById("2D").disabled = false; // alert('DONE ' +; document.getElementById("uuid").textContent = ' File uploaded: ' + fName + ".xml"; } function apiComplete(evt) { var data = xhr.responseText; //alert('API DONE: ' + data); displayModel = JSON.parse(data); showDisplayModel(); } function showDisplayModel() { var scene = createSceneAndShow(); engine.runRenderLoop(function () { scene.render(); }); } function apiFailed(evt) { alert("An error occurred while transferring the file."); } function apiCanceled(evt) { alert("The transfer has been canceled by the user."); } // ************************************************************************************************************************************* function createSceneAndShow () { var canvas = document.getElementById('renderCanvas'); if (scene) scene.dispose(); scene = new BABYLON.Scene(engine); var camera = new BABYLON.ArcRotateCamera("Camera", 1, 0.8, 600, new BABYLON.Vector3(50, 50, 50), scene); camera.attachControl(canvas, false); var light = new BABYLON.HemisphericLight("hemi", new BABYLON.Vector3(0, 1, 0), scene); var material1 = new BABYLON.StandardMaterial("mat", scene); var material2 = new BABYLON.StandardMaterial("mat", scene); for (var key in displayModel.Applications) { if (displayModel.Applications.hasOwnProperty(key)) { var sphere = BABYLON.Mesh.CreateSphere(displayModel.Applications[key].Name, 16, 4, scene); displayModel.Applications[key].V3 = new BABYLON.Vector3(displayModel.Applications[key].X, displayModel.Applications[key].Z, displayModel.Applications[key].Y); sphere.position = displayModel.Applications[key].V3; sphere.material = material1; } } material1.diffuseColor = new BABYLON.Color3(1.5, 0, 0); var linesColor1 = new BABYLON.Color3(1, 0.2, 0.1); for (var key in displayModel.Services) { if (displayModel.Services.hasOwnProperty(key)) { var obj = BABYLON.Mesh.CreateSphere(displayModel.Services[key].Name, 16, 4, scene); displayModel.Services[key].V3 = new BABYLON.Vector3(displayModel.Services[key].X, displayModel.Services[key].Z, displayModel.Services[key].Y); obj.position = displayModel.Services[key].V3; var pId = displayModel.Services[key].ProviderId; var myLines = BABYLON.Mesh.CreateLines("a", [obj.position, displayModel.Applications[pId].V3], scene); myLines.color = linesColor1; } } for (var key in displayModel.ConsumingRelations) { if (displayModel.ConsumingRelations.hasOwnProperty(key)) { var idA = displayModel.ConsumingRelations[key].ConsumerId; var idS = displayModel.ConsumingRelations[key].ServiceId; var myLines = BABYLON.Mesh.CreateLines("a", [displayModel.Services[idS].V3, displayModel.Applications[idA].V3], scene); } } return scene; } </script> <div id="bts" style="color:#0000FF"> <span> <input id="9999" style="background-color: #4CAF50; width: 30%" type="file" name="archimateFile" onchange="myUpload()"> <span id="uuid">...</span> </span> <button id="2D" class="button" style="background-color: #BCAC00" name="render2" onclick="renderFile()">SHOW 2D</button> <button id="25D" class="button" style="background-color: #1387F5" name="render25" onclick="renderFile25D()">SHOW 2,5D</button> <button id="3D" class="button" style="background-color: #E70000" name="render3" onclick="renderFile()">SHOW 3D</button> <button id="DEMO" class="button" style="background-color: #D490B8; color: black" name="demo" onclick="renderDemo()">SoaScape Demo</button> <button id="DEMO" class="button" style="background-color: #D4CE90; color: black" name="demo" onclick="renderApiTest()">API Test</button> <button id="DEMO" class="button" style="background-color: #90D4AC; color: black" name="demo" onclick="renderBuiltIn()">Built in data</button> </div> <div> <canvas id="renderCanvas"></canvas> </div> </body> </html>
  17. Hi there, first i'm more or less new to JS and Pixi (comming from php), so please be patient if i ask strange questions i want to write an relative huge game/app with many locations and animations (spine maybe) and want to realize it in an one page app. To keep the memory usage low i try to write an stage/container management class that only initialize the elements (sprites/animations/dom elements) on demand and dispose them afterwards. My question is now is there allready an solution for this hidden in pixi? Or does a best practise exist for this? Or does there exist maybe even a tutorial for such a thing? Like mentioned i tried allready to write an class, but this works only for better management, but not for less memory usage or performance (app.js) And till now only adding (dom)elements and displaying them works (with resize! ) but destroying or adding the sprites in the container wont work. so any suggestions or guiding directions how to solve the many locations issue?
  18. Tufan

    How should i delete objects?

    Should i set variables to null after removing them? Is it a good practice? I have 2 states: load and play. I want to delete "Loading..." text when switching state to play but loadingText variable is always Phaser.Text object if i dont set it to null. My current code is: var loadingText; // load state loadingText = game.add.text(...); // ...end of load state; game.state.start("play"); Should i set loadingText variable to null to free memory?
  19. assafsahar123

    Ideas for improving my new game?

    Hi, I usually work on clients' projects so I don't have much time for other stuff, but recently I decided to create a game from start to finish. In order to really succeed in doing this, I decided to start with a very basic game. It's based on the idea of the Simon game (from the 80's). A simple memory game where you have to click buttons (that have unique colors and sounds) in a specific order, to follow the computer's demonstration. I've created the basic functionality and I'm looking for ideas to spice up the game play and reach the point where I'll be able to publish the game without worrying that the players will get bored to death... Here's what I currently have (created in Phaser by the way): Any idea will be much welcomed. Thanks in advance! Assaf.
  20. Rafael Almeida

    Effective way to remove texture from memory

    Hi, I'm having a serious problem with the memory usage, sometimes it hits 2.6 GB and never goes lower. I have to load some textures that vary from 10 MB to 40 MB for each map, and I'm sure that when I'm switching between the maps this textures are not being removed from the memory, so the problem grows every time you switch the Maps. To test the issue, I created a 186 MB image then I loaded it into PIXI and got a big black texture throwing a lot of WebGL errors, maybe because it's too big? Anyway, I noticed that the RAM consuption grows a lot on the task manager, so I started my attemps to remove it from there, but I could not do it. I tried to do the following: texture.destroy(true); texture = null; But I got nothing, so I did this (to throw everything away): for (key in PIXI.utils.TextureCache) { PIXI.utils.TextureCache[key].destroy(true); } But the memory still remains with the same size, so I tried to use the destroy(true) and after I run the GC, the RAM lowered a bit but I was still able to notice the 186 MB texture being loaded. What must I do to remove it from there?
  21. I am clearing my scene entirely, where I use completely new sounds and new plans/textures. What is the proper way to do this? I'm first going through each of my planes and removing the plane and animations for each of them: item.plane.dispose(); item.animateR.reset(); item.animateX.reset(); item.animateY.reset(); and do the same for the sounds. Then I go to the scene and do the following: scene.dispose(); scene.disposeSounds(); The problem is I still see a lot of memory being used up, even after I do this and have an empty canvas on the screen. Am I missing a step or going about this wrong? Thanks, Jeff
  22. GBear

    how reduce gpu memory?

    hi. i'm developing MMORPG MadWorld it can play on pc,mobile you can see movie on under link but mobile has few memory. specially ios under iphone 6(including 6, not 6s) our game png and jpg to draw image with webgl. but it need a lot of memory.. is there any tips to reduce memory? i'm considering compressed texture like etc1, pvr,...etc.. but it can't control easy with multi platform. if you have tips please tell me..
  23. hi. i'm developing mmorpg with webgl it play on pc and mobile mobile has shared memory with system and gpu and memory is very low, specially iphone our game are using png or jpg but it need very big gpu memory do you have any tips to reduce memory? we are considering texture compressed but mobiles need different format for example android etc1 or dxt1 ios pvr is there tools to convert png to compressed texture automatically? thx.. everybody
  24. royibernthal

    Meshes Memory Usage

    mesh = 3d model created in blender, around 1MB (practically less, but for the sake discussing the worst case scenario) I have 25 "mesh displayers" on screen simultaneously - each one can display one out of 12 different meshes. Each one can change the mesh it's displaying at any given time. Each mesh displayer has its own array (length: 12) of clones of the original loaded meshes. Would having 300 meshes clones occupying the memory from the moment the game is loaded be too much? Although 25 of them are displayed at any given time, 300 will still be stored in memory. I was thinking of creating a meshes pool and only creating new mesh clones when they have to be displayed (and by definition of objects pool - putting them back in the pool when they no longer need to be displayed) - it'll probably reduce the number of meshes created from 300 to 50-100. On the downside, and this is slightly a guess as I'm not familiar with how many resources are required for the task - cloning new meshes during gameplay can possibly slow things down and damage the experience, most likely more so on mobile devices. Correct me if I'm wrong. There is of course the mixed strategy of creating an objects pool with 50-100 meshes from the start, which could reduce the number of times in which meshes would have to be cloned during gameplay. Is there even a memory issue here or will all options run extremely fast? If there is an issue, which strategy would be better in your opinion?
  25. This is a simple memory game, where you have to remember the pattern and click the tiles to reveal it again. easy mode is easy, while hard is really hard, because you have to remember the pattern with the order. You can also create random generated levels. This is my first game - i have only once made a truly small math python game (only text version). Any feedback is appreciated I was going to make a responsive version of this game so i can export it to ios and google play, but i'm wondering if is it worth it or not, because as the game creator you can not judge your game objectively ? Direct game link: