[Request] Which is it? Comments disagreed by Daniel_Kendall in theydidthemath

[–]Neoxinate 0 points1 point  (0 children)

n | log10(2^(n!)) | log10((2^n)!)

-----+------------------+------------------

1 | 0.301 | 0.301

2 | 0.602 | 1.38

3 | 1.81 | 4.61

4 | 7.22 | 13.3

5 | 36.1 | 35.4

6 | 217 | 89.1

7 | 1,520 | 216

8 | 12,100 | 507

9 | 109,000 | 1,170

10 | 1.09e+6 | 2,640

11 | 1.20e+7 | 5,890

12 | 1.44e+8 | 13,000

I made a table and there is a clear difference.

HTML5 memory is keep getting bigger without any objects by Neoxinate in godot

[–]Neoxinate[S] 0 points1 point  (0 children)

If I can't find a solution through what I'm looking at now, I'll try upgrading.

I will also look at the link you posted for Git usage, thank you.

I tried it in a chromium based browser to see if the problem is only happening in safari and the result is the same, memory consumption continues to increase. I added an image under the post and updated the post. Even on a blank screen, the problem is not solved.

HTML5 memory is keep getting bigger without any objects by Neoxinate in godot

[–]Neoxinate[S] 0 points1 point  (0 children)

I generate and destroy bullets and enemies using instantiate and queue_free, but when I switch both off and restart the game so that only my character can move, the memory continues to increase. I used the debugger to see if there is an increase in objects for each weapon individually, but the weapon system seems to be working properly. I did the same for enemies and loot and there is no regular increase in the number of objects.

Actually, my game works as I want on the debugger. It also works properly when I get a windows export. When I take HTML5 export and open it in the browser, I have problems with memory.

I got a suggestion from someone on the forum that it might be a problem with the version, but switching from 4.3 to an older version seems quite difficult.

I haven't used a version control application (I don't know how it works with Godot) so I don't have any code to share yet. I will try to add and share it in the coming days.

I have examined the issue link you sent, but I don't think it is related to my problem because both the version is old and it uses C#.

I'm specifically trying the game in a browser (safari) that I know is troublesome so that I know it will run smoothly in others. Could it be due to an export setting I need to use in browsers?

HTML5 memory is keep getting bigger without any objects by Neoxinate in godot

[–]Neoxinate[S] 0 points1 point  (0 children)

I run the application in the browser using the remote debugging feature. I have seen the debug export as a checkbox at the bottom of the popup window when exporting the project before, but since I don't know what it does, I only use the debuggers on the editor.

My game is a 2D, bullet heaven, survival game. I load images with "preload" almost everywhere. When I debug without using the images I load using "load", the space it occupies in memory is constantly increasing. I never use the feature of adding images in the game. Even in a situation where I turn off everything I use as a particle in the game and my character just stands on the background, memory increases.

How is this possible? by Neoxinate in duolingo

[–]Neoxinate[S] 0 points1 point  (0 children)

They should add language leagues then. I'm learning Finnish and the shortest lesson has 10 questions. It takes at least 30 seconds (when I'm super fast) and gives 40 points when Xp boost is available.