The game tries to path some enemies through that gap, and discovers that it's blocked - it will remember that those chunks couldn't be passed through, and make a note to not even bother trying to path any enemies (those ones, or new ones) through those chunks unless it receives a new note saying that something in those chunks has changed the terrain (which might mean that a path has opened up again!) So, this is a good design decision - it saves the computer trying and failing again to find that path. ![]() However, for each clever little thing it remembers to save itself work in the future, that's one little section of memory no longer available for processing each task.įor example, let's say you have a path into your town between two hills, which you choose to block off. Stonehearth does an amazing job of crunching complex data down into bite-sized pieces, and trimming the "possibility space" of its decisions pre-emptively to save on future processing costs. ![]() It's not a "memory leak" so much as "the game writes a practically infinite number of little details into memory, and your computer's memory is finite"Īnd I'm not talking about details that should be cleared and aren't (that would be a true memory leak), I'm talking about details that are supposed to be remembered.
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