
So we should develop/suggest/brainstorm idea, how would be best to handle spritesheeting+memory management together with better outcome.

Unloading 30x30 sprites by 1 event or thousands might not give effect you are looking for. I think current memory management is sufficient atm, it can be used to unload thous mega large sprites that take whole spritesheet by itself. If you got thousands of objects and you unload ~100 you might not get anything. Then current spritesheeting could not be up for the task in first place.įrom Ashley blog: "Additionally since images can only be loaded and unloaded per spritesheet, unloading an object does not guarantee any memory will be freed - all objects on the spritesheet must be unloaded before the texture is released. If we talk about very large layouts, thousands of objects. When they develop thous already planned features and get them bug free, they can develop new improved spritesheeting feature. We should not request small improvements that use up dev time, but at the end whole feature needs redevelopment. I haven't used this feature yet, but i think we need to make new idea suggestion for improved spritesheeting, which also includes your ideas, for complete memory management. Thank you for giving the time to read this. So that we don't have to create our own Memory Management again, and have a few lines of non-used ACE scripts on the runtime.js. It would be easier for beginners and advanced users to take advantage of the Memory Management when you give us all the needed bells and whistles. There are some cases when it is hard to determine which Object Classes are in the layout / layer when we have a Dynamic Memory Management. We also had features from the original to remove all object classes from the world, also from just part of the world like the layer.

Remove All Objects From Layer & Remove All Objects from Layout Having the option to Load Object Images (by name) & Unload Object Images (by name), is an upmost need for the Memory Management to fully workout. But that beats the entire purpose of the convenience of preloader and unloader. But, since Large-Scale projects always need and is required to optimize event efficiency, neatness and avoid redundancy to be able to survive the maintenance, development time and overall performance of each sector of a game.Īt that point, the C3Runtime Memory Management would be counter-intuitive and using events would be wiser. And the whole point of the Memory Management for C3Runtime was for Large-Scale project convenience.

>Make a Preload "StackList" from "len" objects.īut at that case, the Memory Management feature is left unused.
