Hello,

Since V8 can generate binary native machine code for both x86 & ppc it
could be a perfect ECMA compatible scripting language for games/game
engines. So normally you could prototype your app (game) using JIT,
and what would be desired is to be able to produce binary OBJ or
assembler source that could be linked together with the whole
application for release build. So nobody sees your app (game) source
JS code inside release build.

I know JS uses eval() a lot in many cases, but I don't care if eval()
wouldn't be available at binary linked code. Most important thing I
want to achieve is that release builds of the app (game?) do not
compile anything anymore with JIT, but just relay on the code
contained by the executable, where one part of the code comes from C/C+
+ compiler and contains some app (game) engine, rest comes from JS V8
compiler and contains logic. Obviously we link also to V8 library
which contains internal ECMA/JSscript routines.

Also I would love that V8 is easily hookable to existing C++ classes
(game engine classes).

So first of all, is it possible? I know debug build of V8 can output
some machine code log, but is it possible to turn this code easily
into valid assembler source or OBJ? The perfect situation would be if
each file.js has generates file.obj containing C function symbol
"_file" or "_v8_file" that is visible by the rest of application
during linking phrase, and returning V8 JS type. Also would be great
if there was some extension for other files inclusion in v8 (or maybe
there is one already?) that will also join all the JS code from
several files into single (or several) OBJs.

If this was be feasible I think V8 would be great replacement for Lua
and .NET/Mono/MonoTouch used by many game engines.

Best regards,
--
Adam Strzelecki | nanoant.com

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