Perhaps it is the cloud objects being deleted and created? But even if i stand an a room without clouds in the game, memory is STILL being made without end, and it’s really really bothering me.
Perhaps the method UnloadContent is significant? I never used it because I don’t know how or what it’s for. If i use it properly, will this fix the problem? I don’t know what’s going on here. I don’t know why memory is constantly being created. I don’t know of any objects in the background being created.
It would help if you were a bit more specific about “someone said”. There is another thread here about garbage being generated in the SDL version of Mouse.GetState. I’m guessing that’s what you have seen?
I downloaded your game and ran it in the VS2015 memory profiler. There is no unbounded memory leak. It looks like normal behaviour for a regular .NET application. Most allocations are from the content load at the start.