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Dependency among GdExtensions #615
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I've been thinking about this exact issue. I've not attempted implementing this, but theoretically if you provide a header for your GDExtension API then another compiled language could use that to interface with it. Alternatively, you could use Godot objects and use the |
This might be more something for a Godot proposal than for godot-rust 🙂 But yes, we had this discussion in the GDExtension team, and I agree it would be quite valuable.
Now, I haven't tried using that Maybe we can think about ways to support this workflow better from gdext. |
Maybe worth noting, GDExtension has not really been designed for a full ecosystem, meaning there will be several challenges:
That said, we don't need to go the full route to be useful, even manually depending on extensions that were hand-selected could be a nice addition. |
Aha, that was why I need to look for Godot proposals for this ... Thanks, now that makes a lot of sense! My curiosity is fully resolved; may I close this issue? |
You can gladly start a discussion in a proposal, but maybe we can keep this open for now, for "bridge-the-gap" solutions on godot-rust side 🙂 |
Out of mere curiosity, I wonder if there's any possibility in the future to implement dependencies between GdExtension binaries written in different languages? Being relatively new to exploring this repository, I'm not fully acquainted with the technical specifics. However, it appears that all GdExtensions register classes and methods with the engine. If the methods registered by GdExtensions are treated no differently from those of internal engine classes, wouldn't it be possible for the engine to accept classes registered by other GdExtensions at the time a Rust Extension is registered?
Of course, it's not possible to know which classes a GdExtension will register at compile time, but could we not retrieve metadata for classes already registered with the engine when a Rust GdExtension loads at runtime (based on some user-configurable flag setting), recreate bindings, and, based on this, support Rust bindings for other GdExtension Classes in the next iteration?
I'm not entirely sure, but I presume there must be a way within the engine to specify the load order between different GdExtensions. Consequently, unless a user updates their plugins, the bindings themselves would likely be deterministically generated.
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