Hidden Memory Allocations
I’ve worked hard to keep memory allocations out of the main loop of the game I’m working on. All the game entities, the components, the event and messaging systems, all those data structures get recycled. The pooling system in LibGDX has been a big help, but there’s still a lot of bookkeeping logic to cover to make it work correctly.
So today I finally got a chance to see how well I’d done by running the code on an actual device with DDMS watching allocations. I started tracking allocations, played through, and this is what I got:
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