Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

    $ git clone https://github.com/tobspr/shapez.io.git
    Receiving objects: 100% (16655/16655), 534.19 MiB | 2.09 MiB/s, done.
wowzers, 535MB for an in-browser game? But it seems it's the res_raw, and the sounds subdir specifically, that's the source of pain:

    168K res_raw/sounds/sfx/dialog_ok.wav
    236K res_raw/sounds/sfx/place_building.wav
    280K res_raw/sprites/belt/built
    352K res_raw/sounds/sfx/destroy_building.wav
    728K res_raw/sounds/sfx/badge_notification.wav
    1.2M res_raw/sounds/sfx/level_complete.wav
     17M res_raw/sounds/music/menu.wav
     44M res_raw/sounds/music/theme-short.mp3
     80M res_raw/sounds/music/theme-full.mp3
With a 535MB clone size, how many times have those files changed?! It seems LFS was jettisoned with the explanation "Get rid of lfs files" https://github.com/tobspr/shapez.io/commit/f12cae7bd3fc3b51f... so there goes my suggestio for how to keep game binaries outside of the clone pain


What do you suggest here? Git surgery to rebase through all 1700 commits looking for large files, or blowing away the repo and starting from scratch? Neither seems particularly appealing for the benefit of saving a few hundred megabytes of developers' disk space.


If there are a finite amount of large files:

https://myopswork.com/how-remove-files-completely-from-git-r...


Have you considered using —depth to reduce the size of your clone?




Consider applying for YC's Summer 2026 batch! Applications are open till May 4

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: