Hi Soctt, On 24 January 2016 at 22:42, Scott Duensing <[email protected]> wrote: > I'm new around here, but I plan on using V8 extensively with my current > project. Would it be hard to revive the plugin? > > Don't do a ton of work for one user. Just curious.
It's not a case of reviving the plugin, the plugin was a proof of concept integration that provide that one could build and link V8 and invoke it in a minimal way - invoking a script. The plugin implementation never did any C++ object integration so the scripts you could run wouldn't be able to create or control anything on the OSG side. The next step for the plugin would be create wrappers between the OSG's C++ object interfaces (osgDB::ClassInterface) and V8 to allow the scripts to create and control OSG objects. This step is quite a bit of work, i.e. a month to two. The OSG has close to full lua integration with the lua implementation itself built as part of the OSG's lua plugin and integration done via osgDB::ClassInterface. To get an idea of how much work is involved with V8 integration you could use the lua plugin as case study, running word count (wc) on the OSG specific files in the lua plugin we get: $ wc LuaScriptEngine.cpp LuaScriptEngine.h ReaderWriterLua.cpp 4382 11061 150795 LuaScriptEngine.cpp 266 881 9708 LuaScriptEngine.h 200 557 7633 ReaderWriterLua.cpp 4848 12499 168136 total If I were to tackle javascript integration I'd probably look for another route than using V8, for instance that are now open source projects that are smaller and more suitable for application integration that fit more in with the lua level of size and complexity i.e. minimal on both counts. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

