Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
mlua
-
Announcing mlua v0.9 (rc) - Full featured Lua bindings to Rust
The release notes can be found here.
-
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).
-
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 ?
-
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
-
is rlua-async supports mutli-threading?
I know mlua does support Async. I also prefer it over rlua
-
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Note rlua doesn't allow you to create native modules with it and has largely been superseded by https://github.com/khvzak/mlua since it's more maintained, has native module support and stuff like Luau and async/await.
-
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.
-
Lua: Good, Bad, and Ugly Parts
I believe mlua [0] is the recommended Lua Rust binding now.
[0] https://github.com/khvzak/mlua
-
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".
mun
-
Hotswapping on native languages?
Mun is a statically typed language that compiles to machine code with LLVM, designed to be hot-reloadable: https://mun-lang.org/.
-
Best language to use as a scripting lang for my rust app
Perhaps https://mun-lang.org? Might be a bit raw for your needs tho.
-
Mun v0.4.0 released
But that’s not all! In total, this release contains 111 pull requests made by 5 of our community contributors and our two Core Team members & Dependabot. Thanks for having our back! For a full list have a look at the changelog, but the main improvements are:
-
Mun v0.4.0: a statically-typed scripting language like Rust, written in Rust
Whenever I read about Mun, I'm always really, really intrigued… Until I remember that it currently has no string type and support for one is not currently planned. That's a bit of a shame, IMHO, because otherwise, this looks great!
-
Wren is a small, fast, class-based concurrent scripting language
There's mun [1] which is statically typed and AOT compiled.
1: https://github.com/mun-lang/mun
-
Lessons from Writing a Compiler
From the reverse-dependencies of the salsa crate, the (archived) Lark compiler used it and the Mun compiler uses it.
-
(async) Rust doesn't have to be hard
I notice that there are projects like mun trying to achieve a similar goal, but I'm kind of curious why they are not getting much attention from the community.
-
Rust Is Hard, Or: The Misery of Mainstream Programming
Have you heard of https://mun-lang.org/ ?
It's an embeddable scripting language with the goal of being a Rust-like language that supports hot reloading of functions AND data. To achieve the latter, it uses GC'ed memory such that memory can easily be mapped when the memory's type changes.
It's still in early development but maybe one day will serve your needs :)
-
After working on our Godot + Rust game fulltime for one year it is now up on Steam
In terms of pure Rust engines/frameworks it seems the overall "problem" is lack of scripting, at least from my perspective. Mun seemed extremely interesting, but since even the project itself says "don't use it" I guess it's not a real option, and considering the amount of time we spent on the GDScript/Rust integration I'm a little worried that rolling something more custom would be even less efficient.
- Python interpreter written in rust reaches 10000 commits
What are some alternatives?
rlua - High level Lua bindings to Rust
Rhai - Rhai - An embedded scripting language for Rust.
lua-lockbox - A collection of cryptographic primitives written in pure Lua
rune - An embeddable dynamic programming language for Rust.
lua-cmake - Embed lua with CMake
janet - A dynamic language and bytecode vm
assemblyscript - A TypeScript-like language for WebAssembly.
lobster - The Lobster Programming Language
lokke - Lokke: Clojure for Guile
RustPython - A Python Interpreter written in Rust
moonsharp - An interpreter for the Lua language, written entirely in C# for the .NET, Mono, Xamarin and Unity3D platforms, including handy remote debugger facilities.
tl - The compiler for Teal, a typed dialect of Lua