A small, fast, functional and scripting language for video games
Creating modules

Before starting

You will still need to dive a bit into the documentation of the project, to know how:

  • the VM API works, and what it provides
  • the possibilities of the Value type (comparisons, creations)
  • how to use the UserType

Also, read the RFC 004 about module error handling to use the same conventions as the other modules, and the RFC 003 about naming conventions in ArkScript (specifically see the Modules (C++) section).

Creating a new module

In your ArkScript-lang/modules fork, run the Python script as follows python3 shell/createmodules/ module_name. This will create a new folder module_name/ for you, alongside a few folders and files needed to get you started.

Create a Main.cpp file in module_name/src/ with the following content:

#include <Ark/Module.hpp>
Value foo(std::vector<Value>& n [[maybe_unused]], Ark::VM* vm [[maybe_unused]])
return Value(1);
ARK_API mapping* getFunctionsMapping()
mapping* map = mapping_create(1);
mapping_add(map[0], "test:foo", foo);
return map;
#define ARK_API
Definition: Platform.hpp:41
The ArkScript virtual machine, executing ArkScript bytecode.
Definition: VM.hpp:46
Definition: VM.cpp:18

Let's walk through this line by line:

  • #include <Ark/Module.hpp> includes basic files from ArkScript to be able to use the VM, instanciate values, and generate the entry point of the module
  • Value foo(std::vector<Value>& n [[maybe_unused]], Ark::VM* vm [[maybe_unused]]) {...} defines a function for our module, taking an argument list from the VM, and a non-owning pointer to the VM
  • ARK_API mapping* getFunctionsMapping() declares the entrypoint of our module
  • mapping* map = mapping_create(1); creates a mapping of a single element to hold the name -> function pointer association, defining the module
  • mapping_add(map[0], "test:foo", foo); adds an element at position 0 in our mapping, using the previously defining function
    • note that the given name is "test:foo": this is a convention in ArkScript, every module function must be prefixed by the module name's

Building your module

Clone ArkScript, then copy your modules fork to lib/modules. This is required for CMake to be able to find ArkScript headers.

You will need to update lib/modules/CMakeLists.txt to add the following code:

set(ARK_MOD_MODULE_NAME Off CACHE BOOL "Build the module_name module")

Then, run cmake . -Build -DARK_BUILD_MODULES=On -DARK_MOD_MODULE_NAME=On, and build only your module with cmake --build build --target module_name.