V7
sol2
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V7 | sol2 | |
---|---|---|
3 | 20 | |
1,401 | 3,935 | |
0.0% | - | |
1.8 | 3.9 | |
over 3 years ago | 7 days ago | |
C | C++ | |
GNU General Public License v3.0 or later | MIT License |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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V7
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Flattening ASTs (and Other Compiler Data Structures)
I used such a succinct AST structure to implement a JavaScript parser and interpreter for a severely memory constrained environment (embedded): V7 (https://github.com/cesanta/v7)
We later switched to a ast->bytecode compilation step but for a while the implicit AST was directly traversed during interpretation.
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Microvium Is Small
Nice! A few years ago I took a stab at this problem space with https://github.com/cesanta/v7 ; with fun tricks like in-place compacting GC, stdlib JS object graph "frozen" in rom etc
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JavaScript Is Weird
https://github.com/cesanta/v7
Languages are not all equal nor do they all function in the same way, and that's not my opinion.
Javascript syntax itself is one thing, and you can certainly feel free to Javascriptify some C++ libraries and make it all look a certain way for specific tasks, while managing things behind the scenes, up to a point... but there is no getting around the fact that SOMEONE and some languages are needed to implement low level systems functionality.
the power of Cython or the Python C FFI is that it allows you to script/glue modular native code.
You then state "C++14 may have been ratified 7 years ago but it's not the target code your build chain spits out"
no, a C++ COMPILER spits out assembler code that then gets assembled and linked into an executable.
The C++ or C code corresponds directly to a given set of assembler instructions which correspond directly to CPU instructions.
You claim that Python programming of microcontrollers is mainstream, but this is not true nor possible. Python SCRIPTING of code modules (that cannot be written in Python) is certainly one way to assemble a system from pre-built legos.
If you refer to knowing what I'm talking about as gatekeeping and egoism, might I suggest that you insist less forcefully in the correctness of incorrect things you state? we could be done with this spat in short order if YOU would refrain from speaking falsehoods. lies.untrue things.
I look forward to your lisp c compiler. make sure that it's 100% lisp from the bottom up, or I'll consider you're having ceded my point. Consider that the lisp you author in has a garbage collection system that lisp cannot have written originally, nor has any semantics for the underlying memory structures of, but hey, I guess if one is committed to pretending that all languages are equal for all tasks, who am I to question ones self-identification with a given language.
sol2
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Any tips for how to make moddable games?
As someone said, make the game data-driven is a good first step but I will say, also have some sort of way to add additional game logic. For C++ games, lua is really easy to embed the interpreter in your C++ binary, read in the files from a directory (like /mods) with the C++ filesystem api new in C++17, and it's very easy to use SoL to write an API for lua specific to your game. Many games use lua in this way and it's probably the most common mod path setup.
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Script Interoperability
I've only ever done this from C++, but it's using the same lua C library, so should be durable from C as well. You can look up how sol2 or any other wrapper libraries do it.
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Need help trying to embed lua in c++
Consider sol2
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CBN Changelog: December 3, 2022. Improved LUA support in progress!
This version relies on a Lua C++ wrapper called sol2 to hide Lua stack management from the developer, so creating new bindings can be done by adding a few lines of human-readable C++. It still has to be done manually, but at least sol2 is able to automatically figure out types of objects being bound, so it's not much different from our de-/serialization code.
- RTS programming game where you write real C++ code to control your player.
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why?
Here's an example: sol2
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Tools for rolling your own engine
Here is link number 2 - Previous text "Sol"
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Storing pointers to C++ data in Lua in a type-safe-ish manner that are comparable on the Lua side.
Have you considered using sol2? https://github.com/ThePhD/sol2 Or if you don't want to switch over, you can at least look at their code and see how they handle this.
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jluna: a new Julia <-> C++ Wrapper
It is half of a pun as I was inspired by [sol3](https://github.com/ThePhD/sol2) which is a lua <-> c++ wrapper. Sol means sun and the julia c-api prefixes all it's functions with jl, luna means moon so it is pronounced "jay luna"
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A new C++ <-> Julia Wrapper: jluna
If you want to be portable I'd recommend C++ and Lua, I used those for years and it runs on everything and there's this most amazing wrapper API which was a huge inspiration
What are some alternatives?
V8 - The official mirror of the V8 Git repository
Lua - Lua is a powerful, efficient, lightweight, embeddable scripting language. It supports procedural programming, object-oriented programming, functional programming, data-driven programming, and data description.
Duktape - Duktape - embeddable Javascript engine with a focus on portability and compact footprint
pybind11 - Seamless operability between C++11 and Python
ChaiScript - Embedded Scripting Language Designed for C++
libffi - A portable foreign-function interface library.
SWIG - SWIG is a software development tool that connects programs written in C and C++ with a variety of high-level programming languages.
nelson - The Nelson Programming Language
Wren - The Wren Programming Language. Wren is a small, fast, class-based concurrent scripting language.