makspll / makspll/bevy_mod_scripting
Improving Bindings generation
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 649
- Forks
- 59
- PR merge metrics
- No merged PRs in 30d
Description
Currently the way we generate "native" bindings is fairly strict and relevant to bevy.
I want this to be overhauled and runable on any crate importing bevy.
An ideal-case is being able to plug binding generation into a build.rs hook and generate bindings for all crates at lightning speed (think Rapier2D etc)
There is no way to avoid generating bindings short of bevy providing a function registration mechanism that can be re-used by us. The existing one requires boxing of all arguments which adds quite a bit of overhead (and doesn't let us plug into the argument conversion stages, which we heavilly rely-on)
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by tracing the existing native binding generation entry point and its registration and argument-conversion stages, then inspect how a crate-level build.rs hook could invoke it. Done means bindings can be generated for crates importing Bevy, including projects such as Rapier2D, without requiring the current Bevy-specific setup.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100