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The original was posted on /r/opensource by /u/TiernanDeFranco on 2025-12-11 03:19:44+00:00.


Hello all, I’ve been developing Perro Engine for the last couple months and decided to finally share something about it.

The main standout feature of Perro is its transpiler architecture that converts game logic into Rust to interface with the rest of the engine without the need for a scripting layer/interpreter at runtime. This allows me to take advantage of Rust’s feature set and LLVM optimizations especially in release mode where the game scripts and engine compile into one binary, instead of the engine having to ship a runtime that interprets the scripts.

I figured that if the engine core does script.update() it will run the script’s update method AS IF it was hand-written in Rust instead of calling into a VM and such. Maybe thats dumb maybe that’s smart, idk I wanted to see if it could be done lol

The transpiler currently has basic support for C#, TypeScript, and my DSL Pup. You CAN also write in pure Rust provided you follow the structure the engine expects and don’t mind the verbosity of course.

Let me know what you think!