Closed apeltsi closed 6 months ago
This could be quite a big problem, components should really never have a reference to eachother. So a rust function, implemented on the rust side, could fetch the component on-demand (through a hashmap that is a tree at the same time & is able to mutate while keeping the same ids)
Dropping components and entities on destruct could solve this (kinda)
no real end goal here
A new rune VM for every scene could make sense. This would lessen the impact of a potential memory leak. (from eventual reference cycles etc)