All memory allocated internally by Rayve uses a 'power-of-two bucketed' (po2b) technology developed for Rayve. Thousands of transitory allocations and deletions can be done per frame with little performance impact. No defragmentation is required.
The framework's memory management integrates unobtrusively into game development to avoid leaks without additional effort. Leaks should not typically happen, but if they do, the engine will report them when the engine is released. Check the report often to know if the latest code caused it. The leak report contains the pointer addresses. Use MarkHeap() and UnmarkHeap() to show allocations within a range. Use this to pinpoint where the memory with the given pointer address was allocated.