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martin-t avatar martin-t commented on August 22, 2024

Yes, I've been thinking about using offsets for some time. It should reduce compile times because there would be less generated code - #6 . I won't have time in the next two weeks, hopefully after that - i wanna do this before integrating cvars into rustcycles because i don't wanna add several seconds to its compile time. I didn't plan on exposing the offsets/handles to users but i don't see why not either.

Do you have a specific usecase or just think it would be a good idea?

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martin-t avatar martin-t commented on August 22, 2024

I thought about this and the compile times are probably OK-ish (cvars add 400 ms IIRC). I also don't really have time to do more optimizations, i'd rather focus on my games because cvars are at this point good-enough.

I don't see much benefit for supporting integer IDs fro ma user's perspective. If you have a usecase, let me know but i think you can always just have a (bidirectional) hashmap between cvar names and IDs if you really need numbers for something.

Adding a way to get a list of cvars is on my todo list and then pushing those into a hashmap will be trivial.

Closing for now.

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