It's been a while since the last post, because in the last months I worked on a new android game and on a small 2D engine.
This last project made me realize how wrong was my approach with pointers... I created an overcomplicated system to get and release memory, but that had nothing to do with the leaking problem... It was a huge mess, and today I refactored the whole system and removed the custom pointers for good.
The allocators are still available, and each scene allocates a stack, so eventually they could be used in particular situations, but not for everything.
Now the scenes have a cleaner source code, and everything is working as it was before.
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