I think you totally underestimate the task. Yes, Pharo (Smalltalk) is a pretty simple language (by design), so given a parsed AST (thanks Opal) it will not be so hard to transpile into some other language.
But Pharo (Smalltalk) is much, much more: you need a sophisticated runtime (basically the VM) and a large part of the core libraries. Many people have worked very hard for decades to give us what we have today, this represents a huge amount of developer years. > On 16 Feb 2016, at 09:52, kilon.alios <kilon.al...@gmail.com> wrote: > > 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. >