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Imagine the following project structure. Assume this is after Cargo is finished.
My Game
piston
graphics
sdl2_game_window (backend)
sdl2
piston
gl
opengl_graphics (backend)
gl
graphics
image
Notice how both sdl2_game_window and opengl_graphics depend on gl. If we screw up and release with both those backends depending on different versions of gl, then we have a massive potential for bugs.
But even if we do everything correctly and our users screw up and depend on sdl2_game_window and opengl_graphics with incompatible versions, then there is the possibility of those same bugs.
It even gets worse when you realize that the user could select a piston version and an incompatible backend for piston.
The text was updated successfully, but these errors were encountered:
Imagine the following project structure. Assume this is after Cargo is finished.
Notice how both
sdl2_game_window
andopengl_graphics
depend ongl
. If we screw up and release with both those backends depending on different versions ofgl
, then we have a massive potential for bugs.But even if we do everything correctly and our users screw up and depend on
sdl2_game_window
andopengl_graphics
with incompatible versions, then there is the possibility of those same bugs.It even gets worse when you realize that the user could select a piston version and an incompatible backend for piston.
The text was updated successfully, but these errors were encountered: