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Bevy cannot be compiled to a shared library on windows due to the PE format, seemingly because gilrs produces multiple versions of WINAPI causing a very high number of external symbols being produced, exceeding the format's maximum of 65536.
A fix
Compile the game code as a shared library instead of the engine itself.
Why
This is the standard for most engines to compile or distribute the engine in a player format which automatically loads a shared library as the game code, or load the game code from the editor.
For example :
Godot's export templates with GDExtension
Unity's "Player" (Uses an embedded mono runtime for in-editor playback and in the player)
Unreal Engine's in editor hot-loading (?)
This could also possibly be a way to start the road to in-editor loading and playback.
Possible problem
The main entry point function would have to change to an exported function.
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An issue with the current system
Bevy cannot be compiled to a shared library on windows due to the PE format, seemingly because gilrs produces multiple versions of WINAPI causing a very high number of external symbols being produced, exceeding the format's maximum of 65536.
A fix
Compile the game code as a shared library instead of the engine itself.
Why
This is the standard for most engines to compile or distribute the engine in a player format which automatically loads a shared library as the game code, or load the game code from the editor.
For example :
This could also possibly be a way to start the road to in-editor loading and playback.
Possible problem
The main entry point function would have to change to an exported function.
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