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Using Lobster as WASM module #339

Answered by aardappel
xremming asked this question in Q&A
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A lot of what your finding for Wasm was a backed to compile Lobster directly TO Wasm, which was removed because it didn't work as well as just going via C++.

As a scripting engine for a game engine that runs predominantly on the web, Lobster in its current form would NOT be suitable, since it requires either a JIT or AOT compilation, and Wasm currently doesn't allow JIT (it could in theory work thru compiling separate Wasm modules, but that would require quite a bit of infrastructure). Lobster used to support an interpreter, but that has been removed.

If your game engine does not have the web as its primary platform, I would not go via Wasm, but use Lobster as-is. You can use JIT on deskt…

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