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How to Minify Godot's Build Size (93MB –> 6.4MB EXE)

popcar.bearblog.dev

34 points by popcar2 9 months ago · 9 comments

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atiedebee 9 months ago

> The bad news is that it stores that decompressed data in your RAM, increasing the memory used by the game. Without UPX, my game uses ~53MB of RAM. With UPX, it's up to ~74MB.

The decompressed data will be in RAM either way. I assume it's the _compressed_ data that remains in RAM (the RAM usage seems to support this as well)

mort96 9 months ago

This is great! Those are some impressive savings.

Though sadly, for web exports, the vast majority of your loading time for at least your macOS/iOS users will be spent compiling shaders. The loading bar quickly goes from 0% to 90%, then the tab freezes for a few minutes as macOS sloooowly processes the GLSL. I don't know if there's anything to do about that.

  • yodon 9 months ago

    Is there any hope for C# + Web exports in Godot? As an outsider to the ecosystem it seems like C# is "use the new codebase" and web exports is "use the old codebase" but I'm hoping I'm missing something.

pacifika 9 months ago

Setup your gzip webserver configuration for wasm files and that gets the transferred bytes down by a huge chunk.

georgeecollins 9 months ago

This is very helpful. I love Godot. Maybe not the best at anything but so fun to create with.

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