One of the goals of this working group is to improve the user experience of people using rust for game development.
This document tracks issues that we as a group would like to raise for the core Rust language team. This may include missing functionality, or problems that impede productivity. This is not an exhaustive list, and only includes language-level issues.
If you feel that something should be added to this list:
- Please open an issue on this or another repository so that we can link to it
- Submit a PR to this document
If you're not sure, just open an issue in this repo. We're happy to help!
- wg #20: Map/Set in .natvis files
- wg #22: RLS for huge projects
- embark-rust-ecosystem #8: RLS in VS Code robustness & performance
- embark-rust-ecosystem #9: Better debugger experience in VS Code
- wg #32: Selective Enabling/Disabling optimizations at a crate/file/function level
- Crate-level support is due to hit stable in 1.41, but there are caveats for code using generics (see rust-lang #63484)
- embark-rust-ecosystem #5: More efficient runtime code generation for debug builds
- embark-rust-ecosystem #13: Dynamic libraries (dll/dylib) for fast iteration
- embark-rust-ecosystem #11: Distributed compilation for fast iteration
- wg #50: The linker in the default windows toolchain is very slow
- Workaround: LLD can be used a drop-in replacement in many cases, see wg #50 for more info
- embark-rust-ecosystem #2: Support for fast fp math
- wg #49: Support for branch prediction hints
- wg #60: Custom allocator support in standard library
- More broadly, we are concerned that not having a standard way to specify custom allocators could cause fragmentation in the Rust library ecosystem
- wg #47: From a practical standpoint this also discourages use of multiple heaps, a standard practice in the games industry
- wg #48: There is currently no equivalent to placement new