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Memory and Loading Print

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Managing what is in memory.

WHAT CONSUMES MEMORY

Textures, usually most Meshes Audio Animation data Runtime allocations

WHAT TO AUDIT

The largest assets, which are frequently far larger than needed.

WHAT STREAMING DOES

Loads content as it is approached and unloads what is left behind.

WHAT IT ENABLES

Worlds larger than memory.

WHAT IT REQUIRES

Content divided into loadable units, and prediction of what is needed.

WHAT LOADING DURING PLAY CAUSES

Frame spikes, unless done asynchronously.

WHAT TO DO

Load on a background thread, and activate only when complete.

WHAT OBJECT POOLING IS

Reusing objects rather than creating and destroying them.

WHERE IT MATTERS MOST

Projectiles, effects, and anything spawned frequently.

WHY

Allocation and collection cause spikes.

WHAT TO PRELOAD

Anything needed immediately after a transition.

WHAT LOADING SCREENS SHOULD DO

Show progress honestly, and give the player something to read or do.

WHAT TO MEASURE

Time to first playable moment.

WHY

It is a strong predictor of whether players continue.

WHAT TO TEST

Memory over a long session, watching for growth.


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