Wednesday, December 26, 2018

Fixed memory leak in pgge

Nasty memory leak has been present for the last 10 months! It was found by running on the Android device, after about 10 minutes the fireworks start:

D/dalvikvm: GC_FOR_ALLOC freed 3603K, 14% free 31246K/36280K, paused 176ms, total 176ms
D/dalvikvm: GC_FOR_ALLOC freed 3585K, 14% free 31666K/36684K, paused 183ms, total 183ms
W/Adreno-GSL: : sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
E/Adreno-GSL: : GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
W/Adreno-GSL: : sharedmem_gpumem_alloc: mmap failed errno 12 Out of memory
E/Adreno-GSL: : GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.
A/libc: Fatal signal 11 (SIGSEGV) at 0x61860398 (code=2), thread 25200 (Thread-2710)
Application terminated.


If one had been paying any attention to the Android console log, it would have been evident that the GC is staying WAY too busy! Creating new instances at every render will definitely leak away the memory! Several hours to find the issue, only a minute to fix it

Tuesday, December 18, 2018

Pretty Good Game Engine is 1 Year Old!

One year ago I started a new github repo, a new programming project using libGDX.

The purpose of the pgge project is to demonstrate the libGDX 3D API and Bullet physics integration in a 3D game engine.

The project is developed using Android Studio for Java development, and Blender to create 3D models. Thanks to libGDX multiplatform capability, the program can be run on an Android device or on PC desktop.

Hope someone has a chance to check it out!