Support JavaScript #2728
Replies: 8 comments 5 replies
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| Personally , i would like to have JS instead of LUA out of the box in axmol . But i think deprecating LUA in favor of JS would be too radical . (While maintaining them both is too tedious for axmol core maintainers .) Imo , the best way is to make an unoficial fork of axmol with JS support . Gather all interested in it ussage/development peoples "under it" . And when it gets to actual "out of box" quality , add mention of it in axmols wiki/readme as "thirdparty scripting bindings" . We already have one enthusiast who tried to make a fork with JS bindings https://github.com/remtori/axmol-js (WIP) . |
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| With JavaScript support we can use libraries like Colyseus to make multiplayer games: We can understand how many people use LUA with Axmol, maybe is fewer people. |
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| I also want to use js over lua because of its ecosystem. It would help axmol's user base significantly if it could be combined with js. |
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| Perhaps this will help you achieve initial results more quickly (not tested): It would be great if someone could show a working example. |
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Cocos2d-X already have JavaScript support, we cannot bring it? |
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| Can we make a simple binding with QuickJS? https://github.com/bellard/quickjs |
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| Here are the key V8 vs QuickJS differences specifically for using JavaScript as an external scripting language in the Axmol game engine 🎮 Build size and footprint Startup and hot reload Performance profile iOS and JIT constraints Android and toolchains Embedding in Axmol (C/C++ API) Bytecode and packaging GC behavior and frame time Determinism and scripting model Debugging and tooling Ecosystem surface Licensing and maintenance Security/sandboxing What this means for Axmol use cases Pick QuickJS if… 🪶 Pick V8 if… 🚀 Practical tips for Axmol integration QuickJS workflow 🧩 V8 workflow 🧱 Rule of thumb for most Axmol mobile games 📱 |
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| I think Lua's lightweight footprint and ease of embedding still make it better suited for game engines where mobile performance is critical. A full migration would mean losing all existing Lua users and consuming massive dev resources. I'd argue a phased approach is probably more practical than a complete switch. |
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Hi,
I believe Axmol should consider moving away from Lua and adopting JavaScript as its primary scripting language.
While Lua has been used in several engines and platforms (for example Roblox), JavaScript is far more widespread and has an undeniably larger developer community. It is much easier to find developers who already know JavaScript compared to Lua, which would immediately lower the entry barrier for new users and attract a broader audience to Axmol.
Another important factor is the massive ecosystem of JavaScript libraries and frameworks. With the widespread adoption of Node.js and the modern JavaScript community, developers already have access to millions of open-source packages that solve common problems — from networking and physics to AI and advanced UI features. By supporting JavaScript, Axmol could leverage this huge ecosystem and allow developers to integrate existing solutions directly into their projects, instead of reinventing the wheel.
This also means better collaboration with the broader tech world, since JavaScript is one of the most used languages globally, across web, mobile, and desktop development. It would enable Axmol projects to be more flexible, future-proof, and easier to integrate with external tools and services.
We can’t really compare the number of people who know JavaScript versus Lua — JavaScript simply dominates in adoption and developer availability. Instead of just adding JavaScript alongside Lua, my opinion is that Axmol should definitively migrate to JavaScript. This would not only modernize the engine but also ensure its relevance in the broader developer landscape.
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