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.
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.
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