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Javascript module plans #132
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Also, there are some errors in the godot.d.ts (lines 4686 and 47134, I think), it would be nice to fix them, along with #126. |
Can you estimate the effort to add wasm support? Or describe how you would do it? |
WASM is supported by V8 directly. |
For note Puerts seems integrated nodejs for unity and unreal engine on both desktop and mobile platforms with https://github.com/puerts/backend-nodejs |
Do you prefer v8 or quickjs + wasm3? |
For different usage choose different backend. v8 is large but fast with jit and much more stable with better toolchains including debugger/profiler etc. We'd better develop games with v8 and publish with your choice. The principle of the backend to choose is based on your project. Note:
|
Heya, @vignetteapp would love to help you out with the GDExtensions work item and (potentially) the CommonJS/ESM implementation, is there any progress in the 4.1 branch so far? |
The master branch has had active work by @nmerget |
I created a roadmap to track progress |
Note These are plans about this project todo but not found enough time to make it happen yet.
Remove
godot
form global scope, make it as an esmodule. #212Improved TypeScript support
Improved debugger for QuickJS
Standard ESModule/CommonJS implementation
jsx
tomjs
for esmoduleAdd operators as methods like
op_add
op_divide
to builtin math types for compatibility with more backendsSamples for complicated projects
without ship new version on App Store/Google Play/SteamPort to godot 4.x
Some demo projects
Documentations
About backends and improvements to current workflow
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