Original Post
Hi I think the ability of passing arguments to the constructor wrapper class of the regeistered objects (class) is a good addition, that way we can register class factories. CObject* _objectCosntructor(int type, CObject* thisPointer) { return new(thisPointer) registeredObject(type); } i will try to modify the library in the next days (unless there is a specific limitation in the anglescript library to this ctor method), or if i dont have time, i will do it via a preprocesor , anyway, i let you know that passing arguments to constructors can be a good feature to add About the JIT compilation (to improve the execution speed), is there any study going on to implement JIT compilation to angelscript? Here are some links to JIT compilers for bytecode executed on VMs http://www.southern-storm.com.au/libjit.html "The libjit library implements Just-In-Time compilation functionality. Unlike other JIT's, this one is designed to be independent of any particular virtual machine bytecode format or language. The hope is that Free Software projects can get a leg-up on proprietry VM vendors by using this library rather than spending large amounts of time writing their own JIT from scratch" http://softwire.sourceforge.net/ "SoftWire is a run-time x86 assembler, written in C++. It can be used as a JIT compiler back-end for scripting languages, or for dynamic code generation of optimized inner loops." great library you have here (angelScript), im testing it right now, and so far its very good, (implementing in a game framework), but im a little concerned about the speed, im targeting at controlling the game runtime via scripts, so they will be executed every frame and for the game logic, not GUIS or simple functionality Lioric