My game is trying to load a lot of images (the .pngs are about 250mb on disk, not sure what that amounts to unpacked). After loading about two-thirds of the images, the program aborts without an error message. I've traced the line of code to where the image returned by love.graphics.newImage is stored in an array.
This got me thinking about memory limitations in LÖVE and a recent thread (viewtopic.php?f=3&t=79387) so I wrote a simple test:
Code: Select all
local mem = {}
for i = 1, 1000000000 do
mem[i] = 1
if i%1000000 == 0 then print (i) end
end
Is this a limitation with LÖVE, LuaJIT2, or is it a bug?