Need to find a place to place this logic:
// behavior ported from godot-cpp
switch hint {
case PROPERTY_HINT_RESOURCE_TYPE:
className = hintString
default:
className = pClassName
}
- GopherCon 2018 - Adventures in Cgo Performance: https://about.sourcegraph.com/blog/go/gophercon-2018-adventures-in-cgo-performance
- FFI Overhead: https://github.com/dyu/ffi-overhead