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Maybe she wants to be double sure that you de-allocated all unused memory as to avoid a memory leak ;)
I hope so! For Ancient Savo I'm using Java, and I have a somewhat vague understanding on how to best handle memory allocation and de-allocation in Java. Java is supposed to automatically handle memory de-allocation, and I find that slightly confusing at times =)
Oh, interesting! I thought you were using C++ going by the code snippets you had showed here every now and then! But I think it makes sense when you're working on a big project such as a game all by yourself and there's no one else to port it for another platform (or a base engine which already compiles for different systems), you can have more time working on the game itself instead of having to tinker with how creating a graphical window differs on Windows from X11 and so on.
Indeed! The plan is to have Ancient Savo run also on Android and iPhone, so I chose a Java-based library called libGDX which promises to do all that. I can just concentrate on writing the code, and the same code should run on all the platforms. The only downside is that to make it independent of any version of Java pre-installed on user machine I need to package JRE together with the game, which increases the download size. Well, but every option comes with pros and cons, and when I started I just chose libGDX for I liked the way it feels =)
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