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I'm looking into finding a good language to embed in my game(-engine) and have decided to see if I can get WASM working nicely for this purpose. Lobster came up during my investigation as a really cool language and I can find references to WASM in the So the question is: How do I build a Lobster application for WASM? And a continuation, as I didn't see anything related to it in general. How would one remove/change the standard libraries included and declare new external functions (and call them)? |
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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 desktop/development platforms, and compile-thru-C++ on non-JIT platforms such as Wasm and iOS. |
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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…