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Junk Codes in C3Runtime #476

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CrackHub opened this issue Feb 20, 2025 · 1 comment
Open
2 tasks done

Junk Codes in C3Runtime #476

CrackHub opened this issue Feb 20, 2025 · 1 comment

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@CrackHub
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CrackHub commented Feb 20, 2025

Reviewed guidelines

  • I have read and understand the suggestion guidelines

Checked for duplicate suggestions

  • I checked for existing similar suggestions

Summary

Adding new features in Construct 3 really awesome but runtime keeps swelling. There are some details I have identified, I don't know how difficult it will be to solve them, but I still want to make a suggestion.

Empty project's C3runtime (r424): 1,22 MB
Empty project's C3runtime (r136): 638 KB

Current runtime has too many junk codes, we don't really using them. For Example: If I don't use SVG image why I have this in runtime. This is an empty project also.

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About this blog post: https://www.construct.net/en/blogs/construct-official-blog-1/javascript-beats-gamemaker-1570
It is about zipped projects, don't forget people don't download zipped files when they playing them, they download unpacked versions (HTML5). Zipped empty WebView2 export currently 900 KB

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Possible workarounds or alternatives

Manually deleting them, this can cause problems.

Proposed solution

"Clean Junk Codes" option for exports.

Why is this idea important?

We are trying to reduce export size, it is really affect to many things.
Ref: https://www.construct.net/en/forum/construct-3/general-discussion-7/issue-spritesheet-size-pixel-185379

Additional remarks

What about addons?
Currently if you add any addon, it is importing every codes. For example: If I use Sine behavior and I don't use any actions, conditions; Do I need this codes in my export? Alright main codes can stay but others not used and it is called junk.

If addons using system features?
C3 has modules support, they can use something "import Timeline" etc, and you can import timeline codes in C3Runtime.

@CrackHub
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Comments in JS blocks should be deleted on export

Image

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