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Rust integration of the SpatialOS C API bindings

Results 22 spatialos-sdk-rs issues
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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...

✨ feature

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...

🔎 investigation

Like https://github.com/serde-rs/serde - the serialisation API surface area is known and well defined

🔎 investigation

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...

🔎 investigation

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...

🔎 investigation

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...

✨ feature
🔎 investigation

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...

✨ feature

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...

✨ feature

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...

✨ feature
🔎 investigation

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...

✨ feature