Re: Audio Games with Rust?
Bevy's author has stated that he considers in-engine scripting to be an anti-pattern. That said, most engines I'm familiar with support plugins, so I'd not be surprised if someone binds one of the existing Rust scripting languages to a number of existing engines.
I myself am not terribly interested in untrusted code, but I am thinking long-term about handling mods or DLC via something like wasmtime. Basically iterate through a directory of .wasm files, call an exported function on each with an AppBuilder, and modules can register their own components/systems. There are obvious issues with that, but I've got more interesting problems at the top of my stack at the moment.
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