Basically I have an entity called ArrowTrap which uses a ticker to send out a constant stream of arrows. After an arrow entity exists for so many ticks, I remove it from the world.
world.remove(this);
This means that the first arrow created by the ArrowTrap is also the first arrow removed from the world. As such, the rate at which the arrows are created means that with one ArrowTrap the entity count maxes out and staggers between 103-104.
However, my memory slowly ticks up despite removing these entities (0.01 every second). Despite the arrow count maxing out. Is there a way to prevent the memory from constantly rising.