Leaky and breaks wifi driver

That’s not boring, that’s annoying. But it’s the same idea : a game with many bugs is less attractive.
You seem to enjoy coding, may you give an example about the speed in several languages ?

Making a living from coding in C#, javascript and html/css (after years with C and C++) and having writte several addons for WoW in lua I think its not a question of what language to use but how you use it.
Memory issues arise from bad design more often than from sloppy coding as do performance (cpu) issues.
One has to choose carefully where to place data (stack vs. heap) and when to allocate and release it (this applies to managed code the same way as for unmanaged) what collections you use and how your code is split to support multithreading.
IMHO the way stoneheart plays (not) at the moment leaves a couple of serious question marks behind the points mentioned above which needs to be cleared before even thinkingg of more features.

You can write good or bad code in any language. The reality is that memory management is both tedious and error prone and fast processors and cheap memory have allowed managed languages to flourish. Most of the younger developers I encounter, especially right out of school or self taught, have never had to deal with resource limitations or true code optimization. Java almost requires inefficient memory use (don’t worry, the garbage collector will take care of it!) by design. The net result is developers who are not aware of what’s happening under the hood and creating bloated code because of that. Static and dynamic code analysis tools on Windows are generally expensive and hard to use. The linux world has a much higher demand for efficient code and also a robust community of open source tool developers.

If the devs look at this thread, if you have never used ‘valgrind’, it can be used on Windows through an adapter library called ‘Wine’. It’s not trivial to set up but it’s a very good dynamic code analyzer for memory issues. You can also use instrumented memory libraries that override the standard memory management commands with debugging versions but I don’t have a specific recommendation on that.

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They do fix the memory leaks.I remember before alpha 12 the game ate ram quickly in 2-4hrs I was up past 12GB of ram.The new updates after 12 are playable by saving and reloading for me it resolves the memory leak issues.I still can get 40 hearthlings massive castles and many buildings
in my game all for under 2.6GB.The best advice I could give is to save and reload.If you are already doing this to clear memory leaks or reset the damage they do then maybe try trimming all nonessential programs(and running without steam if you have steam) It was very aggravating
before alpha 12 save and reload wouldn’t clear the memory damage.The game still has more then 10 memory leaks.I don’t have the patience to write reports for them all(I’d hate to find 100’ of them)
and at earlier testing phases there were countless leaks. The dual core is easily capped out to my 3.8ghz is 100%.The quadcore same spd is only at 70%ish and thats way better then the 100% usage on my 5.5ghz oc I-975 quadcore I was getting.I can see a difference and they
make really good progress with issues.I think it took them a cpl of months to go from killing my super gaming rig to playable on my cheap laptop(4GB ram 3.8ghz dul core).I know some code stuff myself and feel they are doing sloppy.I however know they are a smaller company and need
thorougher testers.7 dev isn’t alot imo and I feel the 7 we have do a great job.I remember a quote from C++ school"It takes a few months to learn and years to master.".Those leaks are devastating when you see on steam it only needs 4GB of ram and ends up taking 12GB+ to actually play for more then a cpl of hours!Great work fixing the leaks you have fixed.Please fix more they are easy to find at least.

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