Wow, thnx for all the useful replies. I checked back it didn't seem to affect the multiplayer aspect anymore. Must have been a different problem.
zorg wrote: ↑Sun Dec 20, 2020 1:36 am
Nixola wrote: ↑Sat Dec 19, 2020 10:43 pm
Note that the
love.lowmemory callback exists and is designed for this kind of issue, if memory is to blame.
Callback function triggered when the system is running out of memory on mobile devices.
Unless the wiki's wrong, it won't work on desktop.
Oh that's fine as it's a mobile game I'm designing.
But sometimes if I collectgarbage("collect") multiple times(and it does have an effect, lowering 200 or so mb to 123) the game still closes(and at an fps of 4
). So a few more questions if you may...
1)can it overwhelm the system and crash??
2)If it manages to still collect a large amount of data does it still have a memory leak???
3)Is there any other reason a love2d game may just close on android besides due to memory(since love.lowmemory doesn't seemed to be called)????
At this point I feel like quitting but I've worked on it for so long and got past many hurdles but this. Also when I call collectgarbage on love.lowmemory it still crashes ... anymore thoughts? I'm stuck.
PS: If ran long enough it closes on the tablet too.