In a game that is production ready you would be going through individual assets with the person who designed them and you'd establish when to spawn and despawn them. As designers tend to go crazy and not worry about memory at all, I tend to guide them to think about memory availability in a particular scene. Really depends on the game you're making though
this post was submitted on 29 Jun 2024
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Delayed Realisations
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I think Godot handles the despawn decently, my problem is that many graphical nodes are loaded but kept invisible/hidden until needed, things I'll keep in mind whenever I go for another project.
Other than that, a lot was due to my shoddy practice of leaving single pieces as a 1000x1000 images, instead of a ~40x100 like the arm, the RAM savings are significant