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It is nice small, so Lua even ran on Playstation 3 SPU!
We used to ship lua binaries for the premake build system.
For me, the indexed from 1 rather than 0 is a big turn off.
Roblox has the mlua fork, https://github.com/Roblox/luau
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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
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[1] - https://github.com/amethyst/rlua/blob/master/examples/guided_tour.rs
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I believe mlua [0] is the recommended Lua Rust binding now.
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moonsharp
An interpreter for the Lua language, written entirely in C# for the .NET, Mono, Xamarin and Unity3D platforms, including handy remote debugger facilities. (by moonsharp-devs)
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I looked at many options, what I lacked when I looked in this space is a big comparable project to, say, my game engine https://github.com/lanarts/lanarts that uses one of these typed Lua's. I'm not in a position where I can spend the time being the first - typescript has very mature idioms for large code bases