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mlua
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Announcing mlua v0.9 (rc) - Full featured Lua bindings to Rust
The release notes can be found here.
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Do Rust and Lua work well together?
I'm not a specialist about text based multiplayer game, but from what I saw on Wikipedia it seem doable to do it with Rust and Bevy. On top of that you can add a layer of LUA with https://github.com/khvzak/mlua (or write your own bindings and sandbox later).
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Introducing Petrichor64 - a rust and wgpu built game engine/fantasy console with lua game logic
mlua can run on emscripten target with Luau backend -> https://github.com/khvzak/mlua/issues/23
- I was searching for embedded lanaguages in Rust and I found out I can use deno https://deno.land/[email protected]/embedding_deno which is amazing has anyone tried it ?
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Repos using rlua/mlua
You can also look at the "dependents" section on crates.io https://crates.io/crates/mlua/reverse_dependencies and github https://github.com/khvzak/mlua/network/dependents
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is rlua-async supports mutli-threading?
I know mlua does support Async. I also prefer it over rlua
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Rust and Lua api
Note rlua doesn't allow you to create native modules with it and has largely been superseded by https://github.com/khvzak/mlua since it's more maintained, has native module support and stuff like Luau and async/await.
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Announcing mlua 0.8.0-beta with Roblox Luau support
I'm glad to announce first mlua version 0.8.0-beta.1 with Roblox Luau support.
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Lua: Good, Bad, and Ugly Parts
I believe mlua [0] is the recommended Lua Rust binding now.
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Dash.nvim v0.8.0 now supports Telescope, fzf-lua, and Snap fuzzy finders!
This is achieved through a backend/client architecture -- all core functionality (getting query results, opening selected item, search engine fallback, etc.) is implemented in a "backend" module, which is a Rust library exposed as a Lua module via mlua. The results returned by the backend then get fed into your fuzzy-finder of choice through thin clients, or "providers".
lua-cmake
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Lua: Good, Bad, and Ugly Parts
Lua is a very nice piece of technology. Its source code is pretty easy to get into, the documentation is complete.
It has its quirks yes, but if I need to add scripting to a software, I'd consider Lua before considering writing a DSL, simply because you can pretty much embed Lua's source in your C/C++ software as a static library[0].
The stack-based approach makes it so easy to interact with C/C++, and I've been looking at the Rust bindings[1] recently out of curiosity, looks promising.
[0] - https://github.com/lubgr/lua-cmake
What are some alternatives?
rlua - High level Lua bindings to Rust
fengari - 🌙 φεγγάρι - The Lua VM written in JS ES6 for Node and the browser
lua-lockbox - A collection of cryptographic primitives written in pure Lua
luau - A fast, small, safe, gradually typed embeddable scripting language derived from Lua
assemblyscript - A TypeScript-like language for WebAssembly.
moonsharp - An interpreter for the Lua language, written entirely in C# for the .NET, Mono, Xamarin and Unity3D platforms, including handy remote debugger facilities.
mun - Source code for the Mun language and runtime.
piccolo - An experimental stackless Lua VM implemented in pure Rust
lokke - Lokke: Clojure for Guile