Some ten years ago I used an earlier version of https://unity.com/how-to/analyze-memory-usage-memory-profili... to accidentally discover a memory leak that was due to some 3rd party code with a lambda that captured an ancient, archived version of Microsoft's C# vector which had a bug. There were multiple layers of impossibility of me finding that through inspection. But, with a functional tool, it was obvious.
Ten years before that I worked on a bespoke commercial game engine that had its own memory tracker. First thing we did with it was fire up a demo program, attach the memory analyzer to it, then attach a second instance of the memory analyzer to the first one and found a memory error in the memory analyzer.
Now that I'm out of gamedev, I feel like I'm working completely blind. People barely acknowledge the existence of debuggers. I don't know how y'all get anything to work.
A quick google for open-source C++ solutions turns up https://github.com/RudjiGames/MTuner which happens to have been updated today. From a game developer, of course XD
Ten years before that I worked on a bespoke commercial game engine that had its own memory tracker. First thing we did with it was fire up a demo program, attach the memory analyzer to it, then attach a second instance of the memory analyzer to the first one and found a memory error in the memory analyzer.
Now that I'm out of gamedev, I feel like I'm working completely blind. People barely acknowledge the existence of debuggers. I don't know how y'all get anything to work.
A quick google for open-source C++ solutions turns up https://github.com/RudjiGames/MTuner which happens to have been updated today. From a game developer, of course XD