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How small is the smallest .NET Hello World binary?

Here is a dumb question that you probably never asked yourself: What is the minimal amount of bytes we need to store in a .NET executable to have the CLR print the string"Hello, World!" to the standard output? ....

Hello World , Reference Types , Custom Attributes , Base Relocations , Platform Invoke ,

Gamasutra: Mike Marrone's Blog - Game Dev Digest Issue #85 - Platforms, Performance, and Tutorials


Game Dev Digest Issue #85 - Platforms, Performance, and Tutorials
by Mike Marrone on 03/12/21 11:05:00 am
 
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
 
This article was originally published on GameDevDigest.com
More tutorials this week, and even tutorials on how to create tutorials! Plus the usual great stuff and tons of assets down below. Enjoy!
Unity at GDC Showcase - Join us for this free online event highlighting Unity features for game developers, creator stories, and lots more. Don’t miss it – March 15–19, 2021. ....

New York , United States , Kenshape Unlitdirectionaltint , Iptech Coroutines , Chris Westaffiliate , School Simulator , Moving Platform , Interactive Snow , Shader Graph , Shader Graph Part , Universal Render Pipeline , Graphics In Unity , Obra Dinn Tutorial , Line Renderer Trajectory With Collision , Unity Tutorial , Triangle Winding , Culling Modes , Double Sided Materials , Game Dev Tutorial , Dynamically Manage Data , Custom Attributes , Passport Sale , Asset Passport , Vegetation Studio Pro , Error Handling , High Definition Render Pipeline ,