If you have specialised knowledge of integrating scripting into a Rust program (a game, specifically) with a relatively high performance target and relatively low concern for protection against malware (basic restrictions of host APIs is nice but ultimately not necessary), please hit me up I have questions as I’m not experienced with the specific field

specifically I’m switching away from Rhai because it’s too slow for my usage and because my game is an automation game that has all the content built with scripting, ideally I’d want a very high performance target, anything short of JIT or native won’t be enough. the game’s logic mostly consists of independent scripts that send messages to each other via an actor system, and rendering is done by asynchronously collecting rendering commands from scripts. wasm isn’t out of the picture but it’s clunky and I don’t know how to make it performant or how to minimise serialisation overhead.

#rust #gamedev #rustgamedev #scripting

on security:

I have low concerns for vulnerability protection as I’ll always force the source code of mods to be published (as I don’t want to load binaries, the game can spend all the time it wants to compile the scripts at runtime if needed) and it’s better to moderate mods and have reputation systems instead of building walls, and also because I don’t have the resources to deal with vulnerabilities so I’m just going to never trust mods and make it very clear that you should never install mods you don’t trust

@[email protected] factorio-style full sandboxing is probably a good idea to consider imho, just makes security a nonissue