dotnow-interpreter

A pure C# CIL interpreter designed to load and execute managed code on IL2CPP (Unity) platforms. (by scottyboy805)

Dotnow-interpreter Alternatives

Similar projects and alternatives to dotnow-interpreter

NOTE: The number of mentions on this list indicates mentions on common posts plus user suggested alternatives. Hence, a higher number means a better dotnow-interpreter alternative or higher similarity.

dotnow-interpreter reviews and mentions

Posts with mentions or reviews of dotnow-interpreter. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-14.
  • My husband said he had a gift for me at home and he didn’t gave me anything or maybe he did gave me something but what?
    2 projects | /r/StardewValley | 14 Dec 2022
    I hate that too As a modding fan and hobby game developer I always wanted to make my game (if I ever finish one) moddable on all platforms. Normally when modding a game on PC, you (or the modloader) edit the files with the compiled game code or use code generation tools provided by the language the game was made in. Sadly, these aren't possible on some platforms (I dunno about consoles, but surely on IOS). Another option for a Game developer is to make make a tool (called "interpreter") that reads the mod's code as text, breaks it into parts, analyses it, translates (compiles) it to some kind of list of simple operations and, finally, executes them. The problem with such approach is that it can be very hard and time consuming to create such tool for a modern (complex) programming language - it's basically re-doing what the creators of that programming language did. The good news is that somebody made a tool for Unity and C# that does exactly what I just explained - and it's designed to work on all platforms. It's called dotnow interpreter - it still has some limitations, but it's still incredible. So with this tool and things like Unity Runtime Editor (which is basically Unity editor, but inside your game) it should be 100% possible to make a unity have moddable on all platforms. But, going back to Stardew Valley (which is made in MonoGame, not in Unity - at least both use C# as a programming language), if the tool I mentioned earlier (dotnow interpreter) can work with Non - Unity C# projects (which I don't know - I should probably just ask the guy who made it) like Stardew Valley and ConcernedApe would use it, it would theoretically be possible to make SDV moddable on consoles and IOS (assuming that no Stardew Valley mod on the world uses C# features that are still limited in dotnow interpreter) Sorry for writing such an essay. Maybe someone will find it interesting
  • Unity 3D in the browser! Getting closer & closer to what I have in mind. Feel free to test it out by creating a free account, VERY BUGGY and early.
    1 project | /r/Unity3D | 31 Jan 2022
    At the core this is a C# compiler and interpreter for the web. Compilation is done using roslyn but you can't import the result into your code directly which is why I use an IL interpreter (https://github.com/scottyboy805/dotnow-interpreter). It is still in the workings but gives me a starting foundation.
  • Finally manged to get C# to compile & run on the browser! No other server needed.
    1 project | /r/Unity3D | 24 Oct 2021
    Im using a CIL interpreter. https://github.com/scottyboy805/dotnow-interpreter
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Stats

Basic dotnow-interpreter repo stats
3
129
8.0
about 2 months ago

scottyboy805/dotnow-interpreter is an open source project licensed under MIT License which is an OSI approved license.

The primary programming language of dotnow-interpreter is C#.


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