Swift : How to handle a lot of textures in memory
<p>I have a lot of characters in my game and because of that I have so many textures. When a texture atlas is loaded (containing about 5 different image textures) it increases the memory use and keeps it there at that amount. So the more textures just keeps driving that number up and up until sometimes the application crashes. I don't need all the characters at once, how can i maybe load some character textures when I need them and deallocate the others when i don't, but ill need to be able to bring it back.</p>