Its very IRRITATING, but not actually ridiculous, as JCL explained to me once.

We'll see how well I remember. Its all got to do with how GS caches its memory.
Im just talking about "level-cache" memory, not video memory...

Lets say you ent_create 'ModelA', and it uses 100K of memory.
Later on, you ent_remove it. This memory is no longer used, but is still cached.
Now ent_create another 'ModelA', and it uses ANOTHER 100K of memory.
Later on, you ent_remove it. This memory is no longer used, but is still cached.

Thats where all the memory goes... BUT, its not really that bad, because if
you do a level_load or a level_free, THEN the memory is completely cleared and released.

But thats no good to ME, because I NEVER DO any level_load or level_free's because
I dont want to lose ALL the game-objects created since the last level_load or level_mark.


Do you want further reasoning about WHY the ent_removed memory stays allocated?
I cant remember sorry, all I can remember is that the memory DOES get used for
other stuff, but never re-used by entities.
I THINK it was something like that GS doesnt know how much level-cache an entity
will need until it is FINISHED loading into cache, and so to avoid trying to load
it into a 'gap' that is too small, and thereby corrupting following data,
they simply avoid the issue by always getting loaded on the end of the cache.

Thats my understanding anyway...


"There is no fate but what WE make." - CEO Cyberdyne Systems Corp.
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