Daslang (formerly daScript) is a high-performance, statically typed programming language built for games and real-time applications.
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Daslang was created at Gaijin Entertainment to solve a real problem: interop overhead between scripting languages and C++ was eating the frame budget in their ECS game engine. Lua (via LuaJIT) and Squirrel both hit the same wall — marshaling data back and forth was too expensive.
Daslang's data layout matches C++. There is no marshaling, no boxing, no conversion — script↔C++ calls are near-zero cost.
Core principles:
- Iteration speed is king — a full production game recompiles in ~5 seconds; hot reload is built in
- Explicit, not implicit — no hidden type conversions, no silent allocations;
options logshows exactly what the compiler produces - 99% safe, not 100% — eliminates real-world C++ bugs pragmatically, without Rust-level restrictions
- If it gets slow, you can fix it — manual
deleteto reduce GC pressure, AOT to C++ for native speed - The language reflects the problem — a compile-time macro system lets libraries reshape syntax to match the domain
Three execution tiers (all planned from day one): fast tree-based interpreter → AOT compilation to C++ (required for consoles) → JIT via LLVM. Hybrid mode uses semantic hashing: unchanged functions stay AOT, changed ones fall back to the interpreter — ship a hotfix without a full rebuild.
See the design philosophy for the full story.
git clone https://github.com/GaijinEntertainment/daScript.git daslang
cd daslang
git submodule update --init --recursivecmake -Bbuild -DCMAKE_BUILD_TYPE=RelWithDebInfo
cmake --build build --target daslang --config RelWithDebInfoAOT compiles daslang scripts to C++ for native performance. Generate the C++ stub, then compile and link it with your host application:
./bin/daslang -aot main.das aot_main.cpp
clang++ host.cpp aot_main.cpp -Iinclude lib/liblibDaScript.a lib/liblibUriParser.a -o appFor a complete walkthrough, see the AOT tutorial and integration_cpp_13.cpp.
To use JIT, you need the LLVM 16.0.6 shared library at the path
lib/LLVM.dll, this name is fixed because of dynamic bindings.
Once you have LLVM.dll, all you need is:
./bin/daslang -jit main.dasFor more details on how JIT works and what can be configured, see the JIT Readme.
To embed daslang into your CMake application, simply call find_package(DAS).
This will provide the targets libDaScript
and libDaScriptDyn. For an example of using daslang as an external project
(including usage for dynamic modules) see this demo.
A built-in package manager in utils/daspkg/ handles installing, updating, and building daslang packages — both pure-daslang and C++ native modules.
# Install a package from the index
./bin/daslang utils/daspkg/main.das -- install das-claude
# Install from a git URL
./bin/daslang utils/daspkg/main.das -- install github.com/user/repo
# Search the package index
./bin/daslang utils/daspkg/main.das -- search jsonSee utils/daspkg/README.md for the full command reference and package authoring guide.
- daScript — syntax highlighting for
.dasfiles - daScript language support — language server, linting, debugging, and snippets
An MCP server in utils/mcp/ exposes 29 compiler-backed tools to AI coding assistants (Claude Code, etc.): compilation diagnostics, type inspection, go-to-definition, find-references, AST dump, AOT generation, expression evaluation, parse-aware grep, package management, and more.
No extra build dependencies (stdio transport). See utils/mcp/README.md for setup and configuration.
A full tree-sitter grammar for daslang lives in tree-sitter-daslang/. It parses 99.4% of the codebase (all valid files) and is built automatically by CMake as a shared library.
Use it for:
- Syntax highlighting —
queries/highlights.scmincluded, works in editors that support tree-sitter (Neovim, Helix, Zed) - Parse-aware search — via ast-grep (
sg) for structural code search across.dasfiles - Editor extensions —
tree-sitter-daslang/editors/zed/includes a Zed extension
Build the grammar:
cmake --build build --target tree_sitter_daslang