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Describe the problem you are trying to solve.
I'm encountering issues with aborts as I port Flecs (C API) to the Godot Engine. Godot holds the philosophy that a game should never crash and that it should be able to keep running even in the presence of errors. Although I have tried to maintain this philosophy I'm finding it impractical in some situations because of Flecs's use of aborts.
While I've tried to write custom checks that would bypass these aborts there are just some functions in Flecs that can't be prevented from crashing with simple checks. For example, ecs_entity_from_json can't be prevented from crashing without reimplementing most of what that method does. I might as well write it from scratch. I have opted to just not bind that function for now, but this is not the only problematic function.
I have found that these aborts makes a stable port of Flecs to Godot difficult and makes a good developer experience when using it impossible. I will not go into specifics here, but Godot games crashing is a big problem when working with Godot and it normally never happens.
Describe the solution you'd like
I would like to propose an effort to remove aborts from Flecs. I imagine this would be a giant undertaking, but maybe it could be done incrementally over time.
(I may be able to contribute to this effort. I would focus primarily on whatever aborts are most problematic for my Godot
port, but I will not have the time to start for at least 8 weeks.)
The text was updated successfully, but these errors were encountered:
Describe the problem you are trying to solve.
I'm encountering issues with aborts as I port Flecs (C API) to the Godot Engine. Godot holds the philosophy that a game should never crash and that it should be able to keep running even in the presence of errors. Although I have tried to maintain this philosophy I'm finding it impractical in some situations because of Flecs's use of aborts.
While I've tried to write custom checks that would bypass these aborts there are just some functions in Flecs that can't be prevented from crashing with simple checks. For example,
ecs_entity_from_json
can't be prevented from crashing without reimplementing most of what that method does. I might as well write it from scratch. I have opted to just not bind that function for now, but this is not the only problematic function.I have found that these aborts makes a stable port of Flecs to Godot difficult and makes a good developer experience when using it impossible. I will not go into specifics here, but Godot games crashing is a big problem when working with Godot and it normally never happens.
Describe the solution you'd like
I would like to propose an effort to remove aborts from Flecs. I imagine this would be a giant undertaking, but maybe it could be done incrementally over time.
(I may be able to contribute to this effort. I would focus primarily on whatever aborts are most problematic for my Godot
port, but I will not have the time to start for at least 8 weeks.)
The text was updated successfully, but these errors were encountered: