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Thread: [GALLERY] Teh Lag rapes a moat

  1. #71
    HA10 Limited's Avatar
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    Re: [Gallery] Teh Lag rapes a goat

    Whats that empty square on the UI sidebar you made going to be for?

    Whats the memory usage of it? Its not still Java is it?
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  2. #72
    Senior Member teh lag's Avatar
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    Re: [Gallery] Teh Lag rapes a goat

    Quote Originally Posted by Limited View Post
    Whats that empty square on the UI sidebar you made going to be for?

    Whats the memory usage of it? Its not still Java is it?
    The empty square will be for weapon power.

    Memory usage is my main problem now; it varies anywhere between 30 and 120mb, with 30 being startup, ~80mb early in the game, and 120 after ~5 mins of play. I don't know where all of that is coming from, but I've been trying to find out.

    And yes, it's still in Java.
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  3. #73
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    Re: [Gallery] Teh Lag rapes a goat

    Wtf 30mb? My C++ games only use 6kb.

    Are you loading the images every frame or something crazy?
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  4. #74
    Senior Member teh lag's Avatar
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    Re: [Gallery] Teh Lag rapes a goat

    What can I say? I know next to nothing about how the stuff I'm loading is being stored. There probably are hundreds of copies of all the images floating around in the memory.... but then again that's what I've been trying to solve for the past week now.
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  5. #75
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    Re: [Gallery] Teh Lag rapes a goat

    Quote Originally Posted by teh lag View Post
    What can I say? I know next to nothing about how the stuff I'm loading is being stored. There probably are hundreds of copies of all the images floating around in the memory.... but then again that's what I've been trying to solve for the past week now.
    I'm guessing theres a render or paint method used to display the bitmaps right? In there, does it load the physical file into a variable then renders it? That would be your problem, it keeps making new variables with the picture but doesnt clear the bitmap after use.
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  6. #76
    Senior Member teh lag's Avatar
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    Re: [Gallery] Teh Lag rapes a goat

    Unless something is going horribly, horribly wrong, the images should only be being loaded once and then stored in a map for later use. Given that the size of the collection of images isn't growing (at least according to outputting its size to the console) unless something actually needs to be added to it, I'd think that isn't the case.
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  7. #77
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    Re: [Gallery] Teh Lag rapes a goat

    Hmm, when you "render" it, are you sure you clear it first? Maybe its just increasing the size. I'm not too sure how games are dont in Java. If this was C++ I'd be sorted.
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  8. #78
    おはようございます klange's Avatar
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    Re: [Gallery] Teh Lag rapes a goat

    Quote Originally Posted by Limited View Post
    Wtf 30mb? My C++ games only use 6kb.

    Are you loading the images every frame or something crazy?
    It's Java. Think about it.


    \/ I'd expect as much from the JVM. Have you seen that thing's garbage collector?
    Last edited by klange; June 7th, 2009 at 08:36 AM.
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  9. #79
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    Re: [Gallery] Teh Lag rapes a goat

    Quote Originally Posted by AdmiralBacon View Post
    It's Java. Think about it.
    If your talking about the size used, I relise Java has to use all the run time stuff. Its more about the fact the size keeps going up and up over time.
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  10. #80
    Senior Member Malloy's Avatar
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    Re: [Gallery] Teh Lag rapes a goat

    Make a unique game afterwoulds man, use your 3D models for renders, optimise, make into a sprite sheet and get the animation frames from max renders.
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