this post was submitted on 11 Mar 2025
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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!

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[–] Gladaed@feddit.org 2 points 1 day ago (5 children)

But, why?

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

[–] lucastucious@ludosphere.fr 3 points 14 hours ago (1 children)

@Gladaed @popcar2 web, mobile, and as always, less space and optimization is always a good thing.

[–] Gladaed@feddit.org 2 points 12 hours ago

Wasting time on metrics that don't matter is waste. I get and agree with mobile/web constraints. I did not consider them.

@Gladaed @popcar2 because every bloated 100gb game is a mix of a thousand different assets/executables/libraries where the developer thought "why optimize, 100MB is nothing".

Often with little more than symbol stripping, removing unneeded files, and basic lz compression you can cut most game sizes in half, reduce load times, and free up terabytes of space on your system.

[–] myersguy@lemmy.simpl.website 9 points 1 day ago* (last edited 1 day ago)

The article begins by talking about web exports. The default there is 42MB, which is kind of a lot for the web

Edit: Of course, compressed it is ~9, which isn't so bad, I suppose.

[–] unexposedhazard@discuss.tchncs.de 9 points 1 day ago* (last edited 1 day ago)

For mobile this is a legit difference imo

Also what raptor said.