Earlier quoted context omitted.
Do you happen to know an embeddable Lisp that can easily bind to C++ objects (rather like AngelScript or luabind)? I too would mostly rather a Lisp, but doing all the plumbing sucks .
If Lua's semantics are acceptable, you can make a loader that runs your Lisp in Lua. This is probably less effort than it sounds like. Moonscript is a decent example of a mostly expression-oriented language as a Lua loader, so it should be simple to make it read a Lisp instead.
Duktape: an embeddable JavaScript engine
41–44 of 44 posts
Re: Duktape: an embeddable JavaScript engine
#42Earlier quoted context omitted.
SpiderMonkey is easily embeddable like I said. The Mozilla Public License is less liberal than BSD/MIT, but for most practical purposes it's the same. It's not tiny though (for an underbelly feeling, I found an old binary Windows build online of about 800kb). Looking at the current SpiderMonkey docs, things look like they've only improved. Back in the day, I just took SpiderMonkey from the "js" subdirectory of the Fi…
After a quick glance it also seems that newer versions of SpiderMonkey only offer a C++ API, so you can't embed it anymore into C apps without some glue code. I checked out jsapi.h in SpiderMonkey24 - maybe some trick is needed to use SM from C?
Re: Duktape: an embeddable JavaScript engine
#43Earlier quoted context omitted.
Agreed. I really like the engineering behind V8, but the interface is such a pain to work with. I actually switched my game from C++ to the JVM so I could use Rhino.
> I actually switched my game from C++ to the JVM so I could use Rhino. Would you mind elaborating a bit what makes v8 tedious to work with?
EDIT:
V8 is quite powerful, don't get me wrong. But, it requires a bit more knowledge of C++ to use and use well, and sometimes that can be a bit much. Also, if you're exporting functionality via a static library, you really don't always want to use anything other than vanilla C.