godot-lua-pluginscript
godot-ruby
godot-lua-pluginscript | godot-ruby | |
---|---|---|
13 | 2 | |
280 | 35 | |
- | - | |
5.2 | 0.0 | |
about 1 year ago | over 3 years ago | |
Lua | Ruby | |
MIT License | MIT License |
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godot-lua-pluginscript
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How good is Lua in Godot
https://github.com/gilzoide/godot-lua-pluginscript this seems to be the main option. But it only supports 3.x not 4.x. I would have a dive into it but the functionality of GD script is vast and because it's the native implementation you are less likely to have issues down the line.
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Raku + Godot? GDExtension, could this be possible?
An example would be Lua and Rust bindings.
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What's the best free software to start off with
Looks like there is 3rd party Lua support for Godot. I would try to go that route. https://github.com/gilzoide/godot-lua-pluginscript
- Language Interpreter for Coding Game
- How ok would it be to include a version of Godot with a game?
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How do i get input with lua?
I Googled "godot lua plugin" and found this API reference for this plugin.
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Are there any add-ons that will add support for Logitech G Hub?
integrate Lua script execution from Godot (https://github.com/gilzoide/godot-lua-pluginscript)
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Are there other languages that can be compiled to GDScript bytecode?
Lua Support
- Can you add a scripting language to your game, such as lua?
- Is there a way to embed Lua into a Godot project?
godot-ruby
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Building Games with DragonRuby – A free book on Ruby game dev
> It should be easy and it has been done before (but not maintained).
Here's one such example of Ruby in Godot: https://github.com/onyxblade/godot-ruby
> The problem is that it's just far slower than GDScript or C#.
I'd say that depending on what you're doing, you can get away with a lot even in slower language runtimes, otherwise we'd be writing all of our game code in C, C++ or Rust (or other languages like that) only.
I actually ported the Godot LOD plugin from GDScript to C# a while back to what the performance would be like between the two supported languages: https://blog.kronis.dev/articles/porting-the-godot-lod-plugi... (so language runtime performance itself doesn't matter that much)
As long as you don't do too much number crunching every frame, you should be fine, especially if the engine itself does most of the heavy lifting. Of course, when it comes to the performance impact of interop between different languages, that might be a different story.
But hey, it's not like challenges like that can't be overcome due to some inherent limitations, even the Unity game engine sees popularity of MoonScript (which runs Lua under the hood), as far as I can tell. And in regards to games in general, the whole S.T.A.L.K.E.R. game series used Lua for scripting, if my memory doesn't fail me.
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First binary release of a LuaJIT based PluginScript for the Lua language \o/
I get that PluginScript is not broadly used, as far as I know only Python uses it fully and there is a Ruby implementation that seems abandoned. Apart from that and the engine source code, I couldn't find much more documentation on the topic =/
What are some alternatives?
nelua-lang - Minimal, efficient, statically-typed and meta-programmable systems programming language heavily inspired by Lua, which compiles to C and native code.
godot-python - Python support for Godot 🐍🐍🐍
luarocks - LuaRocks is the package manager for the Lua programming language.
dragonruby-zif - Zif: A Drop-in Framework for DragonRuby GTK
luakit - Fast, small, webkit based browser framework extensible by Lua.
apisix - The Cloud-Native API Gateway
mongo-driver-godot - Unofficial MongoDB driver for Godot Engine 3.3
lua - Godot lua API [Moved to: https://github.com/WeaselGames/godot_luaAPI]
gdnative-cef - Chromium Embedded Framework as Godot GDNative
GDevelop - :video_game: Open-source, cross-platform game engine designed to be used by everyone.
godot-kotlin-native - Kotlin bindings for Godot Engine