There’s a secondary pro and con to this pipeline: since the code is compiled, it avoids having to specify as many dependencies in Python itself; in this package’s case, Pillow for image manipulation in Python is optional and the Python package won’t break if Pillow changes its API. The con is that compiling the Rust code into Python wheels is difficult to automate especially for multiple OS targets: fortunately, GitHub provides runner VMs for this pipeline and a little bit of back-and-forth with Opus 4.5 created a GitHub Workflow which runs the build for all target OSes on publish, so there’s no extra effort needed on my end.
Another possibility could be for supporting local development flows. Throughout the development of Towerborne, we struggled to find the best approach for this. Flaky backend development environments can have a real impact on content creators who need things up and running to do their work. At the same time, backend engineers need to roll out new features quickly leading to some inevitable friction. One can imagine an approach that gives people the option to use the Native AOT DLL when running the game through the Unreal editor, but interacts with a real backend when running an actual game build.
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Their final blazon, and to prove
作业迁移:主流调度引擎自动转换与血缘对齐