I’m the creator of Boa, you can catch my talk about it at JS Conf EU 2019 https://www.youtube.com/watch?v=_uD2pijcSi4
That said, today Boa has a whole team of maintainers who I’m sure will answer some questions here.
Yes the name does invoke the sense it’s a Python project but I liked it and stuck with it, I saw a Boa snake at a zoo once and knew I wanted to name my next project after it, I was also inspired by Mozilla at the time who named their projects after animals.
Speaking of Mozilla, Boa’s existence came to be because at the time I was working on Servo and wanted to include an all-rust JS engine, one didn’t really exist so I set about making one as a learning exercise, after around 2 years more joined me on that journey and today Boa is around 8 years old. It is not browser grade (although at 94.12% it is more compliant than some browser engines) but that doesn’t matter, plenty of Rust projects have found good use for it as they find it easy to embed and use, so we’re happy.
One recent example is Biome who use it for their plugin infrastructure. https://github.com/biomejs/biome/pull/7300
Another recent thing which we’re very proud is seeing our implementation of Temporal be used in V8 and other engines, so we’re also helping the wider ecosystem and raising all ships! (More here: https://boajs.dev/blog/2025/09/24/temporal-release)
We do hope to improve performance over the next year or so, hopefully that answers some of the Qs here.
Top tier reasoning, literally makes me want to use it
In general, we are shifting more to performance now than conformance. We currently sit at around 94% conformance, so there's not really that much more to go conformance-wise. The remaining conformance gains are a couple of the newer specification features and Intl related features. Our current conformance can be found at https://boajs.dev/conformance.
Regarding performance, we are already making some gains, with hopefully more to come. The best example of this was probably the updates to script-bench-rs with our most recent release (which can be found at this commit https://github.com/khvzak/script-bench-rs/commit/d9635de77d2...). We still obviously have more to improve on, but we have already made some pretty steady progress from where we were.
EDIT: I forgot to answer your question about v8-jitless. Obviously in the future it would be nice to be able to be more competitive with v8-jitless, but at least for me, I'd just like to focus on improving the Boa overall.
I immediately have use for this if y'all have async fetch support. I can use JavaScript as an extension language for our app.
I love how supremely easy it looks to embed in normal Rust apps without a complicated build script. That, to me, is a killer feature.
Really awesome work on this!
[1] Wreq is starting to get popular for its ability to bypass Cloudflare and look like a normal browser
Long answer: first, `fetch` is a runtime feature, and Boa is first and foremost an engine. So `boa_engine` -- the core project crate -- does not support `fetch` out of the box.
That being said, we do have a `boa_runtime` crate. This crate is not currently a full runtime, but it is a collection of runtime features that have been implemented and can be registered onto the context. `fetch` is one of the features that has an implementation completed in `boa_runtime`, and it does use reqwest if I'm remembering correctly. If you're interested to see some example code of registering features, you can look at our CLI code as an example :)
We hope to wind down some of the conformance priority now and focus on performance, we need to work on a new GC, refactor some parts of the engine, and improve various areas.
The idea of a JIT has been raised and we’re not against it, but it’s not on our plans right now (because of the above), that being said there is an open discussion.
I don't think I've actually heard of rsgc before. It's definitely interesting to see playXE put it together. I know that they'd been working on starlight at one point, so it'd be interesting to see takeaways from it.
To get to your question on the existing GCs, so far the answer is we don't truly know. We really need to do some GC experiments and test different options in Boa with JavaScript. There are not really that many GC crates out there of which I'm aware. There rust-gc's `gc` crate, dumpster, and `arena-gc` (tack on rsgc). But of those, the `gc` crate truly has the best API that we've used in Boa, but the performance is not ideal amongst other optimizations. It would be nice to preserve that API while improving the performance as well. But that remains to be seen.
https://docs.rs/rsgc/latest/rsgc/
https://docs.rs/ristretto_gc/latest/ristretto_gc/
https://docs.rs/dumpster/latest/dumpster/
https://docs.rs/shredder/latest/shredder/
I have no experience with them. In any case, it would be advisable to make the GC implementation swappable so that the language is gc-implementation-agnostic.
We really have to dig into the experimentation and rewrite before knowing for certain.
I'm not aware of any plans to build node-like modules, but I think we have the basic support to potentially build them out ... but I could be overlooking or missing something. I'm not personally familiar with them. But defining and using a macro should hopefully be fairly straightforward in Rust with the macros from our latest release (https://boajs.dev/blog/2025/10/22/boa-release-21#boa_module). If we're missing something, feel free to let us know.
Any runtime functionality that has been implemented is available in `boa_runtime`. I've mentioned this elsewhere in the thread, but this crate is not a runtime itself (yet). Currently, it's a collection of runtime features like `console` and `fetch`.
Someone on our last release thread on Reddit (https://www.reddit.com/r/rust/comments/1odnore/boa_0210_rele...) mentioned adding Boa to Blitz, which I think would be interesting to see as well.
We're looking into the next release potentially being a v1.0, so maybe that option is a bit more possible after that release. But at the same time, I think Servo spends a decent amount of time maintaining the `mozjs` crate, so who knows.
I can't speak exactly for the other maintainers, but for me, I mostly enjoy working on Boa and Boa related things (I've spent the better part of the last year and a half on the temporal implementation). I think it would be cool to have a highly performant and conformant Rust JavaScript engine. So that's my goal :)
I could easily see something similar to MongoDB being birthed out of Boa. MongoDB uses v8 for querying.
I also really enjoyed your earlier deep dive blog posts on implementation of Temporal, https://boajs.dev/blog/2025/06/15/temporal-impl-1
There's also a very lovely talk Cross-Engine Contributions at Scale: How newcomers accelerated Temporal and Upsert in SpiderMonkey, V8, and Boa that goes deep in depth in how technically Temporal was used across engines. https://www.youtube.com/watch?v=WieD_9BswAE
Hopefully, there will be more chances in the future for projects like temporal_rs. Beyond just temporal_rs, I think the Temporal integration in V8 and Kiesel was a good proof of concept for Rust based libraries over FFI using Diplomat.
https://github.com/boa-dev/boa/blob/6200e4b5eec1284b87e902c5...
The Boa constructor
edit: I'm here all week btw
Seems like a nice team and project.
Just to note, Boa is an JavaScript engine / interpreter. We're not a runtime, but we do already have some runtime features implemented in the `boa_runtime` crate, but I don't believe that includes any sandboxing as of right now. It's not even a full fledged runtime ... yet (there's been some discussion about expanding it to a full fledged runtime if anyone has a general interest to work on it). For now, `boa_runtime` is just a collection of features for users to potentially use and if they'd like to implement more, then they are totally welcome to.
We, the maintainers, could probably sit down some day and try to triage the failures into a documented txt file, but the overhead on that might make it hard to maintain for an open source project. Plus a large amount of the failures are just new specification features that nobody has implemented yet.
I wonder what they're doing that's so different than Boa.
My first thought was that this could be interesting for yt-dlp?
The alternative might be https://github.com/denoland/rusty_v8 but without needing C++ V8.
(this is the first I'm hearing of Boa)
It (mlua) would be more similar to rusty_v8.
QuickJS/QuickJS-NG might be a better comparison, but I think they are limited in specification conformance or at least selective in specification conformance in favor of remaining in a single file and fast. For instance, I'm not entirely sure whether they will be supporting Temporal once it goes Stage 4 because of the size of the feature, and I don't think they support Intl. But I also can't speak for QuickJS.
I'm always on the lookout for embeddable JS engines.
How hard would it be to make Boa deterministic?
Like, with seeded randomness, etc.
Not seeing V8, SpiderMonkey JavaScriptCore is very strange...
They do compare with JIT-less V8 and SpiderMonkey there, just JSC is missing.
I recently did my own benchmarking with a lot more engines, including other Rust engines: https://ivankra.github.io/javascript-zoo/?v8=true
Personally, I'm more impressed with https://github.com/Hans-Halverson/brimstone - it is faster, nearly just as full featured (almost full ES2025) and last but not least, a single person project.
Though they aren't really competing on anything as far as I can tell, so maybe calling it a "similar project" is more fitting.
People who just want to run JavaScript code where performance isn't such a big concern would prefer something like Boa (or the other engines listed on the comparison benchmark page).
Both have their uses, and their use case is almost entirely non-overlapping. You wouldn't choose Boa for a competitive web browser engine or as the runtime for your back-end server software. You would consider it for a plug-in system, or maybe a game's scripting system.
use boa_engine::{Context, Source, JsResult};
fn main() -> JsResult<()> {
let js_code = r#"
let two = 1 + 1;
let definitely_not_four = two + "2";
definitely_not_four
"#;
// Instantiate the execution context
let mut context = Context::default();
// Parse the source code
let result = context.eval(Source::from_bytes(js_code))?;
println!("{}", result.display());
Ok(())
}I have to check this out.
This is awesome. You literally just sold me on it.
That is useful information! Benchmarks can show you this useful information.