{"author_name":"ursagames","cat":"LD #22","comments":[],"epoch":1324162140,"likes":0,"metadata":{"p_key":"61272","p_author":"ursagames","p_authorkey":"504527","p_urlkey":"97037","p_title":"Memory Issues","p_cat":"LD #22","p_event":"LD22","p_time":"1324162140","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1323993600","event_key":"8","event_name":"LD22"},"text":"<p>&nbsp;<\/p>\n <p>Didn&#8217;t get all that much done progress wise this hour, I had to spend a bit of time writing out some functions to store my map data as vectors of\u00a0Booleans\u00a0\/ ints instead of me being lazy and storing the data as flashpunk grids \/ tilemap data. I didn&#8217;t realize they took up so much memory. \u00a0I did finish the rest of the beach generation code though, so now I can move onto making the section changing code work. \u00a0Storing the objects might end up being tricky memory wise as well&#8230; and take me some time writing code to store less data and load it when loading a map.<\/p>\n <p><a href=\"http:\/\/www.ludumdare.com\/compo\/2011\/12\/17\/memory-issues\/hourfifteen\/\" rel=\"attachment wp-att-93230\"><img class=\"alignnone size-full wp-image-93230\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/HourFifteen.png\" alt=\"\" width=\"640\" height=\"480\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/HourFifteen-300x225.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/HourFifteen-550x412.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2011\/12\/HourFifteen.png 640w\" sizes=\"(max-width: 640px) 100vw, 640px\" \/><\/a><\/p>","time":"December 17th, 2011 5:49 pm","title":"Memory Issues"}