{"author_name":"jonbro","cat":"LD #19 - Discovery - 2010","comments":[],"epoch":1292714580,"likes":0,"metadata":{"p_key":"68136","p_author":"jonbro","p_authorkey":"1187","p_urlkey":"103939","p_title":"Got close to quitting","p_cat":"LD #19 - Discovery - 2010","p_event":"LD19","p_time":"1292714580","p_likes":"0","p_comments":"0","p_status":"UPD5","us_key":"1187","us_name":"jonbro","us_username":"jonbro","event_start":"1292544000","event_key":"5","event_name":"LD19"},"text":"<p>So wow, that was close.<\/p>\n <p>My game relies on audio quite deeply, and I am using openframeworks, an engine that I have used before a few times. I have only used it on iPhone though, where I always do my own synthesis. It turns out that part of openframeworks might have a memory leak in it on osx though. yurgh!<\/p>\n <p>I was only using the leaky part for timing though, so I just switched over to getting the synth timing from the display refresh. Not too terrible, I just wish I hadn&#8217;t wasted a few hour trying to track down my crashing issues.<\/p>\n <p><img class=\"aligncenter size-large wp-image-34791\" src=\"http:\/\/www.ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/Screen-shot-2010-12-18-at-8.19.59-PM-550x366.png\" alt=\"\" width=\"550\" height=\"366\" srcset=\"http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/Screen-shot-2010-12-18-at-8.19.59-PM-300x200.png 300w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/Screen-shot-2010-12-18-at-8.19.59-PM-550x366.png 550w, http:\/\/ludumdare.com\/compo\/wp-content\/uploads\/2010\/12\/Screen-shot-2010-12-18-at-8.19.59-PM.png 960w\" sizes=\"(max-width: 550px) 100vw, 550px\" \/><\/p>\n <p>So close to having the level loop in place, then 12 hours tomorrow to build content. Yip Yip!<\/p>","time":"December 18th, 2010 6:23 pm","title":"Got close to quitting"}