Comments (4)
I see no reason to add support for another language. Flax supports C# for ease of use and fast scripting and C++ for when performance is a concern. Adding support for another language is a monumental task that provides no benefit. Not to mention the ongoing cost of maintenance. Currently the glue between C++/C# is tight enough that provides the most ease of use. Adding more languages will degrade that ease of use just to accommodate them.
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Complementing @MineBill this also can affect the compilation speed, Flax is fast to build releases but where we will use Rust? On Backend? Why ? C++ already have a very good API and i don't see any reason to change it.
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Imo, it should be made somewhat easier to integrate other languages. I personally would like to be able to use golang or lua, but currently thats not an option.
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Flax supports integrating custom scripting languages via plugins. For example, in-built Visual Scripting is using this API like shown here:
- https://github.com/FlaxEngine/FlaxEngine/blob/master/Source/Tools/Flax.Build/Build/Plugins/VisualScriptingPlugin.cs
- https://github.com/FlaxEngine/FlaxEngine/blob/master/Source/Engine/Content/Assets/VisualScript.h
- https://github.com/FlaxEngine/FlaxEngine/blob/master/Source/Engine/Content/Assets/VisualScript.cpp
- https://github.com/FlaxEngine/FlaxEngine/blob/master/Source/Editor/Content/Items/VisualScriptItem.cs
- https://github.com/FlaxEngine/FlaxEngine/blob/master/Source/Editor/Content/Proxy/VisualScriptProxy.cs
- https://github.com/FlaxEngine/FlaxEngine/blob/master/Source/Editor/Surface/VisualScriptSurface.cs
Before we even consider integrating Rust into the engine, firstly 3rd party plugin would need to be developed and widely used. Of course, we're open to help integrating such thing into the engine (eg. exposing engine internals around BinaryModule
and ScriptingType
...).
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Related Issues (20)
- [Bug] Audio Source ignores Stop() when loading clip HOT 4
- Problem accessing XmlElement HOT 4
- [Proposal] Search bar for properties panel
- Attempting to access undefined scenes causes CTD HOT 1
- Editor on Linux sometimes keeps dialogs open until an option is chosen HOT 3
- [Suggestion] Debug output timestamp format should have option for Local Time with milliseconds
- [Issue] When the order of Parameters in Visject is set, the sort of these Parameters in other windows is always alphabetical. HOT 4
- [Bug] Bindings generator: Missing conversion of .f [C++] to .0f [C#] HOT 1
- Editing a procedural Static Model Entry via C# does nothing HOT 1
- Missing attribute option for collapsing property lists in property window HOT 1
- Prefab editor giving no information about the nested prefabs
- [BUG] Importing an EXR texture fails HOT 4
- [BUG] Trying to view asset reference graph crashes the engine HOT 1
- Adding an empty terrain to the scene with the Physics Debug view flag enabled causes the framerate to drop to ~ 30 without any gpu usage changes
- [UX/ BUG] Changing viewport camera speed while holding shift to move faster and in terrain paint mode changes brush size
- [UX/ BUG] Lerp output socket becomes hard to drag on when lerp is in Float/ Vector4 mode HOT 1
- Ability to change property text color / style in the property window for both name and value HOT 7
- [Proposal/ UX] Allow reodering Material Function parameters
- [Proposal] Editor setting to control default properties panel sub categories folded state HOT 2
- [Proposal] Exclude scripts from being stopped by Time.GamePaused HOT 3
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