Bug fixing

Posted by (twitter: @@donpastor82)
August 25th, 2015 3:09 pm

Good news is that I already found the cause of the HUGE memory leak in my game.
Turns out that I was creating 19*15 (the number of visible map tiles) new objects to the game twice per second. No wonder it became slower and slower over time!

The quick fix is to add every object to a Phaser.Group and destroy the group contents on each renderer pass. Speed increase was immediately noticeable.


Bad news is that this broke map rendering a bit, so I’ll take a look at the rendering code and hopefully upload the fix in a couple of hours.

Something is a bit... off

Wait… What? WHAT?

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