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Hey! I heard from @erlend-sh in bevy discord that there is plans to use some kind of scripting system based on Deno. Am I right if I think you are planning to use nodejs alternative named Deno, or is it just coincidence? Where I can find additional info on it? |
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Replies: 2 comments
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Jumpy will indeed also use this system, but it’s gonna land first in Punchy: fishfolk/punchy#255 It’s based on this: https://github.com/jakobhellermann/bevy_mod_js_scripting |
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Hi @madwareru! We are using Deno's core wrapper around V8, which is the underlying C++ JavaScript engine that Node.js, Deno, and Chrome use. It doesn't have any of Deno's runtime features, though, such as filesystem or network access. The scripts can only access the ECS game world, which is actually great for running untrusted mods. Like @erlend-sh said, we are using the It's also worth noting that when running on the web Deno isn't used, but the native JavaScript engine of the browser playing the game is used instead. Right now There aren't a lot of other docs yet, but you can see the Punchy Wiki page on Scripting to get some of an idea of how we want to use it. You can also check out the Also, I'd be happy to answer any questions you have. |
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Hi @madwareru! We are using Deno's core wrapper around V8, which is the underlying C++ JavaScript engine that Node.js, Deno, and Chrome use.
It doesn't have any of Deno's runtime features, though, such as filesystem or network access. The scripts can only access the ECS game world, which is actually great for running untrusted mods.
Like @erlend-sh said, we are using the
bevy_mod_js_scripting
plugin to integrate Deno with Bevy.It's also worth noting that when running on the web Deno isn't used, but the native JavaScript engine of the browser playing the game is used instead.
Right now
bevy_mod_js_scripting
is very work-in-progress, but it's developing nicely. As I'm working on integratin…