So doing further research into Unreal , I have reached the conclusion that the best way to integrate Pharo is make a compiler that takes Pharo code and compiles it to C++.
I have barely scratch such area when I was playing around with Pharo AST nodes. Any advice / ideas how to accomplish this ? Currently my goal is to start super simple, with compiling small pharo code fragments to C++ code and then much later on even introduce extensions to the pharo language to accommodate for C++ features like templates , pointers (FFI probably already cover this) , static types etc. Obviously if I can keep the pharo syntax intact would be the ideal option. -- View this message in context: http://forum.world.st/Compiling-Pharo-to-C-tp4877775.html Sent from the Pharo Smalltalk Users mailing list archive at Nabble.com.
