Andy90 Posted March 28 Share Posted March 28 Hello, when you change a map the usage memory increase but never decrease. This means there is something allive what should not be allive. You can reproduce it with this code. Just hit multiple times T and see how the memory increases every time. #include "UltraEngine.h" #include "ComponentSystem.h" //#include "Steamworks/Steamworks.h" using namespace UltraEngine; int main(int argc, const char* argv[]) { #ifdef STEAM_API_H if (not Steamworks::Initialize()) { RuntimeError("Steamworks failed to initialize."); return 1; } #endif RegisterComponents(); auto cl = ParseCommandLine(argc, argv); //Load FreeImage plugin (optional) auto fiplugin = LoadPlugin("Plugins/FITextureLoader"); //Get the displays auto displays = GetDisplays(); //Create a window auto window = CreateWindow("Ultra Engine", 0, 0, 1280 * displays[0]->scale, 720 * displays[0]->scale, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR); //Create a framebuffer auto framebuffer = CreateFramebuffer(window); //Create a world auto world = CreateWorld(); //Load the map WString mapname = "Maps/start.ultra"; if (cl["map"].is_string()) mapname = std::string(cl["map"]); auto scene = LoadMap(world, mapname); //Main loop while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false) { world->Update(); world->Render(framebuffer); #ifdef STEAM_API_H Steamworks::Update(); #endif if (window->KeyHit(KEY_T)) { scene = LoadMap(world, mapname); } } #ifdef STEAM_API_H Steamworks::Shutdown(); #endif return 0; } 1 Quote Link to comment Share on other sites More sharing options...
Josh Posted March 30 Share Posted March 30 I am guessing this is probably a circular reference in one of my components but will need to test more to find out... Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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