About the service
I'll write embedded Koto scripts and Rust bindings that turn your application or game into a scriptable and modding-friendly platform. Koto is a lightweight scripting language written in Rust, designed for live coding, games, and application extensions: clean, slightly functional syntax and fast iteration. If you want users, designers, or level builders to change behavior without rebuilding—that's exactly my work.
What you'll get: a Koto runtime embedded in your Rust project, custom types and functions exposed from Rust to Koto, and clean scripts that manage game logic, UI behavior, tools, or content pipelines. I'll tune the bindings so engine types cross the boundary cleanly, errors are handled safely, and hot reload works—scripts update live while the application runs.
Typical tasks: designing a scripting API surface for your domain, exporting native functions and objects to Koto, writing example scripts and helper libraries, sandboxing untrusted user scripts, adding a live-reload loop for fast iteration. I also cover embedding in the game loop, entity behavior, dialogue and quest scripts, procedural generation hooks, and asset scripting at build time.
Results are documented, tested on real scenarios, and come with usage examples so your team can extend them. Tell me about your engine, target platform, and what needs to be scriptable—I'll propose a binding scheme and a clear iteration plan. Perfect for indie studios, tool authors, and Rust teams that need an extension language without a heavy runtime.
What you'll get: a Koto runtime embedded in your Rust project, custom types and functions exposed from Rust to Koto, and clean scripts that manage game logic, UI behavior, tools, or content pipelines. I'll tune the bindings so engine types cross the boundary cleanly, errors are handled safely, and hot reload works—scripts update live while the application runs.
Typical tasks: designing a scripting API surface for your domain, exporting native functions and objects to Koto, writing example scripts and helper libraries, sandboxing untrusted user scripts, adding a live-reload loop for fast iteration. I also cover embedding in the game loop, entity behavior, dialogue and quest scripts, procedural generation hooks, and asset scripting at build time.
Results are documented, tested on real scenarios, and come with usage examples so your team can extend them. Tell me about your engine, target platform, and what needs to be scriptable—I'll propose a binding scheme and a clear iteration plan. Perfect for indie studios, tool authors, and Rust teams that need an extension language without a heavy runtime.