Hello all
I did simple floppy bird game which is supper simple with 3 mega resources ( images and sound )
But exporting to windows witout debug info im getting 67 + 2 mega pck file .
This is absored how can i reduse the file side ? what amHello all, I have created a simple Flappy Bird game that is very basic, with only 3 megabytes of resources (images and sound). However, when exporting it to Windows without debug info, I'm getting a 67 MB .exe file plus a 2 MB .pck file. This is quite excessive. How can I reduce the file size? What am I doing wrong? i doing wrong ?

also when trying to export to the web it is also Giant wasm that is 52 mega , now realy what im missing here ?

  • Toxe replied to this.

    Toxe
    I don't understand; it's talking about compiling with MSVC or MinGW, but I'm not using either of them. I downloaded the Godot IDE and exported to Windows. I do not recall any compilation step .
    what im i missing ?

      umen Yes, the docs talk about building Godot from source. If you do that you can have control about what features you want. I don't think there are other ways to reduce final size.

      • umen replied to this.

        Toxe
        ok , so i understand all the engine is complied in to simple game .. wired design decision from the godot developers ..

        • Toxe replied to this.

          Toxe
          for simple flopy bird 2d game you think 70 mega is sound logical to you ?
          Does compiling the engine to make it small is sound logical to you ?
          if yes then .. ok

          • Toxe replied to this.

            umen export templates are in fact headless Godot engine (the core without the editor) and embed all features including 3D, physics, etc
            Compiling your own means removing what you don't need, create your own template which will be packed in exported package.

            Engine is provided with game because... how to deal with GDScript code and nodes structure you've made ? It's interpreted code than a compile code. Quite like java or so BUT with a local VM dedicated to each project instead of being shared.

            It's nothing to do with being logical or not, it's a design choice.

            umen for simple flopy bird 2d game you think 70 mega is sound logical to you ?

            No it doesn't. Never said it would. Of course I would prefer it to be smaller.

            umen Does compiling the engine to make it small is sound logical to you ?

            Yes. Why not? That's just how it works at the moment and you have the option to make the engine smaller. Could it be better? Sure.

            But if you really want to make a simple game that is as small as possible then you should not look into big, multi-purpose engines and write your own instead.

            Also trimmed down Godot size is laughable in comparison to Unreal. (Although not many people would use Unreal to make a 2D Flappy Bird.)

            Take a look at : Project / Customize Engine Build Configurations ...
            I never tested thought...
            Keep in mind that godot is not an real compiler, it just pack everything together and run stuff kind as an interpreter.

              IceBergyn
              i know its not real complier ...
              im looking at some games that exported to the web for example :
              Dome Keeper the web version and its load pretty fast .. how they did it ?

                umen Maybe they went through this in the docs: https://docs.godotengine.org/en/stable/contributing/development/compiling/optimizing_for_size.html. The largest part of a default export is going to be the engine/runtime itself.

                edit: I wonder if there's any value in there being pre-built godot versions tweaked with various features ready for download? That said, it is fairly trivial to build the engine itself.

                • Toxe replied to this.

                  spaceyjase edit: I wonder if there's any value in there being pre-built godot versions tweaked with various features ready for download?

                  Hmmm, maybe. But on the other hand it is one more thing beginners can fall over and we should make things as simple as possible for them. Also it is really a non-issue for beginners. And on the other side I'd say it really isn't all that much to ask that people compile their own engine version if they a) are serious about engine size and b) want to actually publish a real game.

                  That said, it is fairly trivial to build the engine itself.

                  Quite right.