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How to Minify Godot's Build Size (93MB –> 6.4MB EXE) (popcar.bearblog.dev)
atiedebee 3 days 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 3 days 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 3 days 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 3 days ago [-]
Setup your gzip webserver configuration for wasm files and that gets the transferred bytes down by a huge chunk.
3 days ago [-]
georgeecollins 3 days ago [-]
This is very helpful. I love Godot. Maybe not the best at anything but so fun to create with.
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