fuzzybinary / fuzzybinary/godot_dart

Use `EditorPlugin.build` to compile Dart .dills

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Dominant language
Dart
Stars
203
Forks
10
PR merge metrics
No merged PRs in 30d

Description

Instead of loading Dart from source during game launch, it might be faster to compile our Dart code into a Kernel and load that if it's available.

To do this, we would modify GodotDartEditorPlugin to override _build, and call into the Dart executable to compile the kernel.

Alternately, Dart_CompileToKernel may work as well, and wouldn't require we ask the shell to perform the work.

This should really only be done if it is faster to do this when a game over waiting for the script compile when the game launches.

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reading GodotDartEditorPlugin and its _build entry point, then compare invoking the Dart executable with Dart_CompileToKernel. Measure launch time with and without a precompiled kernel, and confirm that an available .dill is loaded only when this is faster than compiling at game launch.

Written by the indexing model from the issue text.

Assessment

Tech stack
dart, godot
Domain
build-system, game-dev
Issue type
Feature
Difficulty
4/5
Estimated time
3-5 days
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
35/100

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