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Re:CityBound – An open source city simulation game in Rust by infogulch on Saturday April 06, 2019 @01:49AM (#19589472)
I've heard that long warm compilation times can be mitigated by breaking up code into separate modules so it doesn't recompile e.g. the actor system every time you adjust a layout. Basically caching works best on the module boundary. Is this something you've explored?
Re:CityBound – An open source city simulation game in Rust by theanzelm on Saturday April 06, 2019 @11:02AM (#19591059)
Yes, I factored out quite a bit of generic parts of the engine into libraries and took some steps to cut down on number of generics being instanced (which was one of the main drivers of compile time). Now I'm left with pretty much the game core, which is highly interdependent and thus nearly impossible to break up into crates (they can't mutually depend on each other). And it's still kinda slow.
Re:CityBound – An open source city simulation game in Rust by z0mbie42 on Saturday April 06, 2019 @10:31AM (#19590907)
+1

I've splitted a 20k+LOC Rust project into multiple crates and compilation time improved a lot (still slow compared to other languages) but it's now manageable.