piccolo
moonsharp
piccolo | moonsharp | |
---|---|---|
6 | 4 | |
1,419 | 1,366 | |
12.8% | 1.0% | |
8.9 | 0.0 | |
7 days ago | 6 months ago | |
Rust | C# | |
Creative Commons Zero v1.0 Universal | GNU General Public License v3.0 or later |
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piccolo
- Piccolo – experimental Lua VM implemented in pure Rust
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Lua: The Little Language That Could
There's Lua implementation [1] in pure Rust, by the way.
[1] https://github.com/triplehex/piccolo
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Do Rust and Lua work well together?
The rust ecosystem is doubling down on wasm with little to no focus on lua (some would even prefer to build their own programming language) that doesn’t mean lua is pretty bad for the rust ecosystem it’s just that there’s no much focus as to compared to wasm Example I noticed is https://github.com/kyren/luster
- Writing a minimal Lua implementation with a virtual machine from scratch in Rust
- Lua: Good, Bad, and Ugly Parts
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Scripting Languages of the Future
Tossing my hat in for Passerine [1]. Gorgeous ML inspired syntax. Built for scripting Rust applications.
Dreaming here: Lua is a fantastic scripting language, but the Rust FFI isn’t as ergonomic as it could be. Enter Luster [2], which is basically LuaJIT rewritten in Rust.
Embedding a scripting language in a Rust application gives you tons of power (e.g. scripting Rust structs from Lua [3]), and setting this up isn’t terribly difficult.
[1] https://github.com/vrtbl/passerine
[2]: https://github.com/kyren/luster
[3]: https://git.sr.ht/~ioiojo/kiwi
moonsharp
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MoonSharp or How we combined JSON and LUA for game ability management
Some of you may be familiar with MoonSharp LUA interpreter for C#, often use in Unity engine to add scripting support to your game. That's what we took as a base for writing the code for abilities. Each ability can subscribe to different events such as whenever a card takes damage, is placed on the field or ability is used manually on some specific targets. Besides having event handlers we needed a way to specify some metadata like mana cost of abilities, cooldown, icon, etc. and in the first iteration of the system we had a pair of JSON metadata file and LUA code file.
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Edit script on running game?
Rather than making your own language, just add Lua to your project. Moonsharp is pretty good with Unity...
- Can I change unity coding language?
- Lua: Good, Bad, and Ugly Parts
What are some alternatives?
lua-cmake - Embed lua with CMake
luau - A fast, small, safe, gradually typed embeddable scripting language derived from Lua
passerine - A small extensible programming language designed for concise expression with little code.
atom-tabletopsimulator-lua - Tabletop Simulator scripting package for Atom.
lua-lockbox - A collection of cryptographic primitives written in pure Lua
fungus - An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
empirical-lang - A language for time-series analysis
IntelliJ-Luanalysis - Type-safe Lua IDE — IntelliJ IDEA plugin
gopher-lua - GopherLua: VM and compiler for Lua in Go