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Support mint #859
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Thanks for bringing this up! Should have created a dedicated issue about it a while ago. We could maybe add Out of curiosity, what are the |
Good question. Since I'm not even using the
And in general, it has some nice trait implementations like Beyond those, there are all of the swizzles! Which are really common in shader code and have some important uses in mesh generation, noise, and other applications. |
One thing that makes On the other hand, |
I've had a few semver breaks in dependencies affect For libraries, it is completely desirable to maintain compatibility with older compilers as much as possible.
That's a nice bonus! If it were my call, I would lean toward |
I searched existing issues for mentions of
mint
and only found #594 and #810.glam
is used internally which is kind of nice, but I find myself wishing I could take advantage of it more often than not. Today I nearly wrote my own trait to clamp aVector3
. Ifmint
support was available, I could use that to do the clamping et al. withglam
or any other crate I prefer.(In the end, I decided to normalize and scale the vector after checking its length squared. But I think having the option to use
mint
might still be useful in other situations.)Potential drawbacks and alternatives
As mentioned in #810, using
mint
as a public export will increase the MSRV to 1.52.1 (It is currently 1.51 as of #833.)An alternative to
mint
would be makingVector3::glam
and friends public at the cost of also increasing the MSRV to 1.52.1 without the direct benefits ofmint
. ImplementingDeref
to and from theglam
types would be practically the same thing with just a different interface.Either of these will also re-raise the concern from #594 of requiring version bumps for the public crate exports.
Another alternative would be writing a whole bunch of instance methods on the core types to bring its feature set closer to
glam
. This would be a divergence from the Godot API for these classes.The text was updated successfully, but these errors were encountered: