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Should we provide our own join and select, or leave it to users? #1098

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@ColinWttt

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@ColinWttt

Since PR #1043, we now have an async runtime. I tried using futures::join! and futures::select!, and both worked well. I also tried futures-lite zip and or — lightweight alternatives to join and select that support only two futures. (itest: futures and futures-lite )

join and select seem highly useful in game development, yet Godot lacks similar built-in functionality.

For example, wait for multiple tween animations to complete. Alternatively, stop waiting if the user doesn’t press a key within 5 seconds.

Will gdext consider implementing them in the future, or should this be left to users, similar to how rand is handled?

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