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Investigate no_std, improve core / std consistency #1028
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Will this affect the build size, especially for web? #1021 requires a smaller debug build size. |
Theoretically it should reduce the build size slightly if possible, since the extra part of In reality I don't think the impact would be as big as doing something about the |
I actually have a use-case for deriving I am not very familiar with proc-macros so if someone could give me pointers that would be great. I understand it is quite niche use-case, so sorry if off-topic and thanks. |
@wg-romank that sounds very interesting! Could you elaborate the architecture you are using a bit? Even if the Maybe I'm missing something, I don't have much experience with Rust and |
@Bromeon it is all in very WIP stage and Godot part is underdeveloped at the moment but I have it all in this repo https://github.com/wg-romank/quad Basically I have a shared crate ( Currently I just export bunch of methods for respective message types with I tried to define Afaik derived I am also not sure why it complains since derive is conditional, maybe it all is just misconfiguration, but I get a following error.
Overall it is just a convenience thing to get message types pass Godot boundary, and Rust bindings for Godot work great, so thanks a lot for putting them together and sorry for a long post. |
Silly me, I had unconditional |
From this discussion in a PR: #1026 (comment)
While
no_std
should be irrelevant for all the main, openly available targets, it might be slightly relevant for consoles or other obscure platforms. If the cost to support it is reasonably low, it should be a nice-to-have.Otherwise, we can change all imports from
core
tostd
for consistency.The text was updated successfully, but these errors were encountered: