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Different plugin groups to support different use cases (diverse-defaults for short) #48
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Different plugin groups to support different use cases (diverse-defaults for short) #48
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This needs a note in implementation details on what we should include to get this working.
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What exactly would we need to include to get this working? I don't understand the details of the bevy
DefaultPlugins
code I guess.There was a problem hiding this comment.
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Also would probably prefer to just migrate my initial proposal to the one @mockersf suggested which I think addresses the problem area even better! :)
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The bigger problem is "I don't know how to make a terminal game in Bevy 0.6" at all. There were a few ecosystem crates, but they're no longer up to date.
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I think it would be helpful hear to identify "axes of variation"; ways that each of the use cases commonly vary, so we can think about how to structure them.
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I very much agree, though I don't know how to flesh this out.
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It's not clear how exactly this interacts with the "use case" plugins groups above 🤔 I agree that we want both, but they seem mostly orthogonal.
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I think @mockersf proposal enables use to meld the two in a sensible way!
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I think you should discuss the pros and cons of plugin groups vs. feature groups in this section.
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How would you define
FeatureGroups
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Rust features can enable other features, allowing users to toggle them on and off as needed. We can also
See: https://doc.rust-lang.org/cargo/reference/features.html for a basic introduction.
https://docs.rs/cfg_feature_groups/latest/cfg_feature_groups/ or the like may be helpful to improve ergonomics.