Building a self-contained game in C# under 2 kilobytes
11–20 of 42 posts
Re: Building a self-contained game in C# under 2 kilobytes
#12I love the low level .NET stuff Michael Strehovsky makes. Microsoft has built a feature-rich and easy-to-use environment, but it makes .NET developers think there is only one way to use it: create csproj and call dotnet build. But underneath the covers, there is an extremely powerful compiler (Roslyn) and build-system (msbuild). Combine that with the flexibility of C# and you can develop pretty much anything.
However .NET (alongside Java), has a culture of great tooling, we only do stones and sticks programming when there is no way around it.
Re: Building a self-contained game in C# under 2 kilobytes
#13This is really cool, but it's funny to use C# primarily as an awkward substitute for C as you call Win32. For most practical purposes, the default .NET 8 AOT is great if you really need native code.
The biggest issue has been WinDev, that contrary to Google's culture in ChromeOS and Android, they will kill any attempt to touch their precious COM and C++ tools, thus the way the Longhorn project went down, only to see its ideas redone in COM, and WinRT coming to existence.
Re: Building a self-contained game in C# under 2 kilobytes
#14I love the low level .NET stuff Michael Strehovsky makes. Microsoft has built a feature-rich and easy-to-use environment, but it makes .NET developers think there is only one way to use it: create csproj and call dotnet build. But underneath the covers, there is an extremely powerful compiler (Roslyn) and build-system (msbuild). Combine that with the flexibility of C# and you can develop pretty much anything.
Re: Building a self-contained game in C# under 2 kilobytes
#15Very cool. What are the practical implications for this? Would it ever be wise to deploy these techniques for a commercial program? Is the end result more memory efficient during execution?
Even "we care about binary size at all" would be a major step forward for most "professional" applications.
Re: Building a self-contained game in C# under 2 kilobytes
#16This is really cool, but it's funny to use C# primarily as an awkward substitute for C as you call Win32. For most practical purposes, the default .NET 8 AOT is great if you really need native code.
Re: Building a self-contained game in C# under 2 kilobytes
#17It is pretty impressive that even without third-party tools, the binary went from 64 MB to ~1 MB. IMO future versions of .NET should add more of such optimisation flags as default in a Release build.
Re: Building a self-contained game in C# under 2 kilobytes
#18"Win32 is the only stable ABI on Linux" ;)
Re: Building a self-contained game in C# under 2 kilobytes
#19Re: Building a self-contained game in C# under 2 kilobytes
#20It is pretty impressive that even without third-party tools, the binary went from 64 MB to ~1 MB. IMO future versions of .NET should add more of such optimisation flags as default in a Release build.