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by vvanders
3333 days ago
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Great stuff, lines up a lot with what I'd care about as an ex-gamedev and spending a bit of time with Rust. One minor point: > First class code hot-loading support would be a huge boon for game developers. The majority of game code is not particularly amenable to automated testing, and lots of iteration is done by playing the game itself to observe changes. I’ve got something hacked up with dylib reloading, but it requires plenty of per-project boilerplate and some additional shenanigans to disable it in production builds. Lua is a great fit here and interops with Rust(and just about everything else) very well. |
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I admit I haven't bothered to research the current state of things, but how do more recent Lua bindings handle this? Does Lua 5.3 actually have a proper solution here, or do most bindings just wrap every single call with lua_pcall? I didn't do that in my bindings because I wanted to offer the full speed of Lua, but it's certainly an option.