Replies: 1 comment
-
|
I think that these features can disable respective backends, but leave scene nodes intact. This is the easiest way of implementing feature flags. For example, |
Beta Was this translation helpful? Give feedback.
0 replies
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
I'm aware that this might introduce too much complexity to be maintainable, but I wanted to raise the idea in case it could be feasible.
It would be useful to introduce feature flags for high-level engine features so we can customize the feature set at build time. All features would remain enabled by default. I'm thinking of features like
graphics,audio,physics,3dand2d. This could reduce build time and target binary size when a game does not require some of these features.Some of my use cases would be:
Some additional hypothetical use cases:
I can completely understand if introducing multiple feature flags like this might add too much complexity to the project.
Note
I found #194 but I'm not entirely sure how much things have changed since then.
Beta Was this translation helpful? Give feedback.
All reactions