this post was submitted on 18 Jul 2026
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[–] ICastFist@programming.dev 3 points 3 days ago (1 children)

Most ready-to-use engines simply cannot compete in these kinds of challenges, they have too much "cruft". Simply exporting an empty project will result in a ~35mb executable.

Funnily enough, SDL might also not be worth it, as the .dll alone will blow the limit. So people will either have to use whatever native win32 API there are, or directx calls, or going with VGA, which will also look era appropriate.

[–] insomniac_lemon@lemmy.cafe 2 points 3 days ago* (last edited 3 days ago)

It's not clear if dynamic linking is allowed or not (considering it's something you really have to go out of your way to avoid), which is a big difference.

I was also going by some modified Raylib examples (+bindings, Linux, so size is influenced by that) I already had compiled, 1,372,160 bytes for the 2D one (no textures/sounds, just collision detection and some polygons). With my original comment I wasn't even thinking about how dynamic links could be counted for size, only that static linking could be smaller (which isn't even a guarantee).

EDIT: Actually, the 3D one (yaw_pitch_roll example with plane replaced with a vertex-painted office plant) is smaller after the binary is stripped.

Just the logic .so for one of my Godot projects is significantly big (761,856 bytes for something with ~250LoC) though that might be on the bindings or even my compilation settings.