The Rust script is what the engine core (written in Rust) directly calls from script.init() and script.update()
My main thought behind this was that instead of dealing with scripting layers and indirection and intepreters, I would leverage Rust's performance and LLVM optimizations to allow devs to make games the same way they would in Godot or Unity, but with the speed of Rust.
Right now the repo IS open source and public, but there's no editor and there's only basic 2d and 3d rendering. The core of my work has been getting the main things setup with the difference between building scripts in dev with loading a DLL, and statically linking the scripts together with the entire project to create an optimized binary.
This is either very stupid or very smart, as the transpiler is what allows for the use of multiple languages without supporting different runtimes and compilers.
Everything is just Rust under the hood.
Let me know what you think.