Javascript outside of HTML5

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Post » Sat Mar 05, 2011 5:05 pm

Any thoughts on using an open source compiler so we don't have to worry about license issues with MS?
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Post » Sat Mar 05, 2011 5:33 pm

[quote="Ashley":g4ita7wb]Javascript is actually probably the fastest scripting language out there, because it's had the might of Google working to optimise it with the V8 engine and Crankshaft. It literally compiles it to machine code. I've read Google engineers quoting it as comparable to unoptimised C code (as in, maybe two or three times slower than optimised C, rather than ten times slower or worse).

Python is only interpreted as far as I'm aware, and Lua appears to have a JIT, but I can't see it being so much faster than Google's V8 to be worth switching to. Besides, the plan is for the EXE runtime to all be written in optimised C++ - to make Javascript plugins work in an EXE runtime one of the things we'd have to do is write a full virtual browser emulating the presence of the DOM, window, cookies, URLs, canvas, contexts, Javascript library functions, and so on. That's kind of a ridiculous thing to do for a C++ runtime, especially when C++ extensions would be faster and more compatible anyway.

So yes, it's a shame that extension developers will probably have to rewrite extensions for other exporters, but that's the way it has to be done.[/quote:g4ita7wb]

So Ash, is there the possibility to write the entire game in Javascript ? Or only parts of it ? One example is Stencyl where you write the game with the event blocks and/or Actionscript code.
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Post » Sat Mar 05, 2011 5:53 pm

If we add any form of scripting it's far enough down the road that it's not even on my mind right now. We'll cross that bridge when we come to it, it's a very late stage feature.

@newt: the plugin SDK for any C++ exporters will of course work with non-MS compilers. There's no reason for it not to. It's just yet another thing we messed up in 0.x.
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Post » Sat Mar 05, 2011 6:00 pm

Hopefully there is really nice documentation on writing C++ plugins then. That was one thing that was missing in 0.x. I was able to kinda figure stuff out from simple plugins, but a good API or document would be much better!
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