spatialos-sdk-rs
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Rust integration of the SpatialOS C API bindings
A feature that has repeatedly come up in PR reviews and discussions has been allowing users to replace the default generated code or opt out entirely and pass in raw...
After #134 lands, the completion logic for a future is always ran on a new thread. A user may want to have this run on their own thread pool. Or...
Like https://github.com/serde-rs/serde - the serialisation API surface area is known and well defined
The current method for code generation involves generating the binding code for all schema-defined types in a single Rust source file. While this approach is fairly simple, it has the...
Amethyst is a game engine for rust which uses Specs as its entity-component-system implementation. Rather than trying to build a GDK, I'm exploring what it would take to integrate specs...
As part of https://github.com/jamiebrynes7/spatialos-sdk-rs/issues/107, the idea of code generator plugins was brought up. This issue should track this particular use case and possible solutions. - Plugins using WASM, or some...
Currently CLI downloading is only implemented for Windows and MacOS since there are installers for those OSes. For Linux we can grab the binary directly, put it _somewhere_ and `chmod...
Currently, the only way to create generated types is to use the object initializer syntax (or at least that's what its called in C#). Instead, we should provide a constructor...
Error handling needs to be fleshed out in the SDK crate - most places use `Result` as the result type - which is fine for debugging purposes, but we likely...
Constructing component updates is pretty verbose right now: I.e. - ``` improbable::PositionUpdate { coords: Some(improbable::Coordinates { x: angle.sin() * 10.0, y: 0.0, z: angle.cos() * 10.0, }), }, ``` vs...