Great stuff, lines up a lot with what I'd care about as an ex-gamedev and spending a bit of time with Rust. One minor point: > First class code hot-loading support would be a huge boon for game developers. The majority of game code is not particularly amenable to automated testing, and lots of iteration is done by playing the game itself to observe changes. I’ve got something hacked up with dylib reloading, but it re…
A long time ago I wrote bindings to Lua 5.1 ( https://github.com/kballard/rust-lua ), but there was a nasty problem where Lua uses longjmp() for errors (it can be configured to use C++ exceptions, but that doesn't work because you can't throw those past an extern C boundary without hitting undefined behavior). longjmp(), of course, will just skip right past the intervening stack frames, meaning if your Rust code call…
Generally I've found that any time you're interacting with an FFI in Rust all bets are off and you need to be very aware of what your libraries do and what their runtime looks like(just in C/C++).