stride3d / stride3d/stride

Memory leak in navigation mesh builder

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bug
Dominant language
C#
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Description

Release Type: Official Release

Version: 4.1.01734

Platform(s): Windows

Describe the bug
Stride appears to use an unbounded amount of memory when generating navigation meshes from (a) heightmap(s).

To Reproduce
Steps to reproduce the behavior:

  1. Create e.g. a terrain in Gaea (any complex mesh) - a 512x512 heightmap exported from Gaea will do
  2. Use the Stride editor to generate a navigation mesh from it
  3. Observe the Stride editor using a lot of memory
  4. Repeat step 2 and 3 and observe the memory usage increase - I have seen 40GB RAM usage

Expected behavior
The memory usage may be large, but not that large and only temporarily.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Reproduce the issue in the Stride editor using a complex mesh or 512x512 heightmap, then profile memory while generating the navigation mesh repeatedly. Trace the navigation mesh builder and confirm that repeated generation no longer causes unbounded memory growth, with temporary memory usage released afterward.

Written by the indexing model from the issue text.

Assessment

Tech stack
csharp
Domain
game-dev
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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