Question/suggestion regarding memory usage

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  • Hello all. I have a question regarding memory usage that I think is going to turn more into a suggestion to the Clickteam Devs.

    Is there any way to remove an object from memory other than restarting the frame? I've done the basic optimizations of unchecking "create at start" and checking "load on call", and this does help a TON, but for bigger projects I would love to be able to micromanage when an object is removed from memory.

    If there is no way to do this currently, mayhaps a "destroy and remove from memory" action would be good. Or an object property checkbox like "remove from memory when there are no copies of object in play". These are just some thoughts; I don't know how Clickteam works behind the curtains so I'm not sure if this would even be possible.

  • The limitation is about 3.5GB, so before you reach 3.4GB it safe to keep data in memory.
    I forget the detail, now you can load animation file in 2.5+, mabye the old data will be erased when you load new ones.
    It you are using objects like active picture, then you can check this object:

    Please login to see this link.

    I made this mainly to keep data over frames to reduce loading time, but it also provides a basic reference count, you can safely remove images not referenced, and it can auto release memory once hit the limitation you set.
    Note: if you set shader image param, then it will be kept forever for now, as you may change it with built-in events, the only solution is access the hanging pointer then catch the access violation by SEH, and not yet implemented as I paused the development of shader skeleton due to the approaching of game release deadline.

  • The possibilities really depent on the type of object.

    Active objects have "Animation" -> "Preload image" and "Animation" -> "Load Animations", both load data on demand from the disk into your object. This would be a different approach, not to free memory but to keep memory usage low in the beginning.

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