GDScript codegen research: 02


Again About stage 2

In the previous post, I briefly described stage 2 but left out many important aspects, such as loops, arrays, and branching. Why? Because each of these subtopics represents a significant amount of work. I also consider all these subtopics part of stage 2, and as development progresses, I will delve deeper into this topic and enhance the code generation to support all these features in the JIT compiler.

Read more ⟶

GDScript codegen research: 01


Foreword

About a year ago, I completed my hobby project, an 8086 assembler compiler, and started seeking a more ambitious and practical project. Naturally, the idea of creating yet another programming language crossed my mind, but I quickly abandoned it.

Around the same time, I became interested in the performance of GDScript, suspecting that, as a scripting language, it lacked a sophisticated backend (e.g., machine code compilation). This turned out to be correct: Godot uses a stack-based virtual machine to interpret GDScript, compiling source code into bytecode beforehand. I saw this as an excellent opportunity to develop a more efficient backend for GDScript. However, only now have I found the time and energy to dive into this.

Read more ⟶