Hi Aaron, They're only megabyte, sure. That adds up when you're like me and have about 30 different one-purpose projects, and create new ones weekly. For example, I wrote a program to count up and display some statistics about sourcecode files, and since I wanted it on my explorer context menu, it needs to be compiled. This causes about a 400 fold increase in size, and while I'd love to port it to C (which would drop the file to about 40 or 50kb and let it run on all systems), I can't find a way to track the program's calculation time or display a simple message box (C noob here). Thus my question here, since I really don't like having loads of redundant data everywhere.
Best, John From: valiant8086 Sent: Wednesday, August 23, 2017 13:41 To: blind-gamers@groups.io Subject: Re: [blind-gamers] bgt exclude components Hi. Not that I know of, but one thought that does come to mind is that the executables are only a megabyte or so anyway, does that actually pose a problem at all? Cheers: Aaron Spears, A.K.A. valiant8086. General Partner - Valiant Galaxy Associates "We make Very Good Audiogames for the blind community - http://valiantGalaxy.com" <Sent with Thunderbird 52.1.0 portable>On 8/23/2017 12:54 PM, john wrote: Hi list, I've recently been trying to find ways to reduce the size of BGT executables. Specifically, I'm looking to exclude unused sections of the engine during compiletime; for example, if I'm writing a program to work entirely offline, then there's no need to include the network subsystem. Does anybody know if something like this is possible? I write a lot of small, single-purpose applications that don't need many features, so it'd be really useful to trim them down to size, per say. Best, John