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File: 1757131121028609.jpg (58 KB, 720x736)
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Seems 90 MB is the minimal size today to make an app using a language.

Because C# requires a 150 MB mono install, and python requires a 150 MB install to run.

I think godot exporting a 90MB seems to be a better idea than shipping a mono or python or C# game.
>>
>>107539985
Just write your shit in C++
>>
>>107539985
>python requires a 150 MB install to run
IDK where you're getting that from, my shit is roughly 5 MB standalone using py2exe
Still massively overkill
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>>107540037
you need to install python runtime.
>>
>>107540076
Py2exe (and other similar tools for distributing python applications) bundle the runtime into the program. It is not necessary once it's built.
The core runtime is not anywhere near as big as you think it is.
>>
>>107539985
C# can be compiled using AOT, which eliminates the need for the runtime, but does limit some features like reflection. Godot supports using AOT (cause it’s used on web and mobile I think)
>>
>>107539985
you can compile godot with less features, you can cut networking, dx12, 3d, etc.
>>
>>107539985
>Because C# requires a 150 MB mono install,
no it doesn't. C# compiles to an .exe that just werks on Windows as long as you target .net framework 3.5 or 4.0.
>inb4 but I NEEEEEED le new features
then you will have bloatware
>>
>>107539985
making smaller binary sizes is a problem even with scripting languages. A lot of work is being done in Julia to lower the size of a binary but you lose so much functionality in the language by doing so. Its a much harder problem than people think, which you can see in these videos about reducing binary size in Julia:
https://www.youtube.com/watch?v=kNslvU3WD4M
https://www.youtube.com/watch?v=4CV5SG3OLMw
>>
>>107539985
>mono
did 4chan force you to wait 10 years to submit the post?



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