So, a buffer overflow in the zoom when viewpoint y is 0.0. This gives me a good starting point to do some digging :)
I do not think that you need to continue looking into the memory usage. I have started to work on some optimizations for Build 21, but there is no obvious memory leak. We get some small leaks from the Lua backend, but they are just a few KB and shouldn't max out the memory, so that was pretty strange.
Our biggest memory spike is from the Lua tables when starting a new game, and we get another memory increase when saveloading. Zooming out a lot also needs lots of memory for the animations. That should be alleviated somewhat when we implement mipmaps (already work in progress).
So, a buffer overflow in the zoom when viewpoint y is 0.0. This gives me a good starting point to do some digging :)
I do not think that you need to continue looking into the memory usage. I have started to work on some optimizations for Build 21, but there is no obvious memory leak. We get some small leaks from the Lua backend, but they are just a few KB and shouldn't max out the memory, so that was pretty strange.
Our biggest memory spike is from the Lua tables when starting a new game, and we get another memory increase when saveloading. Zooming out a lot also needs lots of memory for the animations. That should be alleviated somewhat when we implement mipmaps (already work in progress).