This was a fun one. Here’s my newest post on how to dramatically reduce Godot’s build size.

Some sacrifices were made… But the end result is a Godot project that works exactly the same, albeit with slightly worse performance. Hope this can help others in achieving tiny build sizes!

  • jlothamer@programming.dev
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    9 hours ago

    Very interesting. I was thinking about doing this, but went the Defold route instead. Defold is much smaller out of the box than even these results, but the sacrifices in functionality are pretty severe and the editor and engine are, shall I say, cantankerous. I may have to circle back to trying this at some point for my web games. Thanks for the post!

  • Kelly@programming.dev
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    18 hours ago

    Some sacrifices were made… But the end result is a Godot project that works exactly the same, albeit with slightly worse performance.

    The write up has lots of hard numbers for the executable size but only describes the performance impact in general terms.

    It would be good to see some before and after performance numbers.

    • popcar2@programming.devOP
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      17 hours ago

      Performance testing is a whole can of worms. It’s hard to get an idea of how performance changes because it’ll depend a lot on the nodes and scripts being used. There could be huge regressions in specific cases and functions and no difference in others. Usually you’ll need a suite of tests to see what changed.

  • Gladaed@feddit.org
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    1 day ago

    But, why?

    100mb are already negligible. I want a reasonable size (less 20GB) and ok performance.