Hello,
I’m making stuff in godot, but i see that the default size is already a chonky 100mb.
is it really a full engine recompile you need to do to get it under any reasonable amount?
or is 100mb a tolerable download for releasing a small game?
Hello,
I’m making stuff in godot, but i see that the default size is already a chonky 100mb.
is it really a full engine recompile you need to do to get it under any reasonable amount?
or is 100mb a tolerable download for releasing a small game?
Are you referring to the game engine itself or the finished exported game?
EDIT: Regardless, 100 mb is a small game (assuming you have a lot of either 2D or 3D art assets). It also doesn’t matter. Unless your game is over a couple dozen gigabytes, I don’t think anyone really cares much.
EDIT 2: This is also coming from someone who is currently on garbage USB tethering mobile data internet because I’m homeless. I don’t care about waiting 2 minutes (assuming a rate of 1 Mb/s) to play a game. I also wouldn’t care if I had to wait 20 minutes to play a game.
Thats fairly standard for most generalist engines. Unity exports to around the same size and unreal I think is about 300mb.
More specialist engines or pure frameworks can be much smaller but that is because they either have to have less tooling (2d only tools for example) or expect you to make systems yourself that would be provided in larger engines.
If you are really concerned with space you can make custom godot export templates where you can remove engine features you dont need which can help trim down the size. Though 100mb is not a ton anymore. Even phones usually come with enough storage at the lower end its not a huge problem for them even though they may be the most storage sensitive device.
ah alright.
I guess im from a time where 100mb was a lot, and im still stuck with that.
I exported an empty scene as an executable and got spooked by the “baggage”.
I’ll keep it in mind!
Thanks for the responses.