Maybe so. It never was a problem when I was using SingleTexture mode, so it might be that it’s there for every mode, and just arises in GLSL mode. It seems like Blender might keep the information from the game around after exiting it (it does seem like it loads faster on subsequent “goes”), but still must allocate extra memory.
For an actual fix, I think it should either it should allocate everything once and only release it if you open another blend file, or release the memory after you quit the BGE, even if you’re in the same blend file. The first is ideal, but it shouldn’t just keep allocating memory. It might be a problem with Blender itself more-so, though.
EDIT: A problem with this method that I found is that the standalone player automatically hides the console if you have it enabled (for Windows); you can make it show by going to the wm.py file in the 2.69\scripts\startup\bl_operators folder, and adding “-c” underneath the other arguments in the group that starts with args.extend([. It’s on line 1300.
EDIT 2: You’ll also find the standalone player doesn’t adhere to showing the framerate and profile, and the debug properties you have enabled. That’s coded in there, but it doesn’t work (it’s a bug). The proper WM.py entry should be like this, when combined with the “-c” from above:
"-g", "show_framerate", "=", "%d" % gs.show_framerate_profile,
"-g", "show_profile", "=", "%d" % gs.show_framerate_profile,
"-g", "show_properties", "=", "%d" % gs.show_debug_properties,
"-g", "ignore_deprecation_warnings", "=", "%d" % (not gs.use_deprecation_warnings),
This is in the “WM_OT_blenderplayer_start” class.