About the service
I embed the Wren scripting language in games, engines and native applications. Wren is a compact, class-based and fast language built precisely for embedding, and I use it to give designers and modders a safe place for logic without recompiling the host. Work starts at the boundary: I connect the Wren virtual machine to your C or C++ host, expose foreign-classes and foreign-methods, design a bindings layer that stays readable as it grows. I carefully manage slots, handles and object lifetimes so the script never holds a dangling native pointer and never leaks between reloads. For game teams I deliver entity behavior scripts, ability and quest systems, dialogue trees and hot reload: save the file — the scene updates in a second. For tools and services I use Wren as embedded config and logic, replacing fragile data files with real expressions and small state machines. I set up module loading, sandboxing, error reports tied to script line numbers and deterministic execution where gameplay demands it. Delivery includes integrated bindings code, documented scripting API, example scripts, a test bench and a short guide so your programmers can add new bindings themselves. I've integrated a Wren layer into my own C engines and into existing C++ codebases, and I watch the frame budget: I profile fibers, batch cross-boundary calls and keep garbage collection predictable. Tell me about the host language, build system and what needs to be scriptable — I'll propose a concrete integration plan.