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Lua 5.5

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101–110 of 138 posts

Re: Lua 5.5

#102
post #82

One challenge we have with Lua in Mudlet (FOSS text-based MUD client, think something akin to Roblox but for text) is that all of the player-created content is on Lua 5.1, and upgrading to 5.5 would be a breaking change for most. Has anyone solved an ecosystem upgrade like this?

Do you have any reason to upgrade to 5.5?

Many people still use 5.1 because that is already a complete language that works fine. Most people don't really need the new features. Plus if you stay on 5.1 you get compatibility with LuaJit and Luau so much better performance.

Re: Lua 5.5

#103

Earlier quoted context omitted.

Not true. It's getting a constant stream of bugfixes. It's also not "stuck" on Lua 5.1, but is deliberately not following Lua's path, except for some backports. There's also a recent post about how a LuaJIT 3 might work.

Where is that post?

https://www.freelists.org/post/luajit/Question-about-LuaJIT-...

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Re: Lua 5.5

#104

I never coded in Lua but I found out recently that Lua is now in FreeBSD base [0] This is huge for Lua and FreeBSD. Now something that worry me is whenever you need to make an HTTP request or parse some JSON you need to go on a quest for a "library" on the Internet. It doesn't seems to have a (semi-)official "Extended Standard Library" I can quickly trust. - [0] https://man.freebsd.org/cgi/man.cgi?query=flua&apropos=…

Most people don't use the standard library to make a HTTP request in Python either...

I agree with the sentiment though, I even gave a talk about this at Lua Workshop 2013 (https://www.lua.org/wshop13/Chapuis.pdf) around that issue. There are good reasons why several important but OS-specific features are not included in the core language. Discussion around a "blessed" extended standard library module arise from time to time but never lead anywhere.

The Lua community - at least the one around PUC Lua - is reasonably small and you can typically look at what active popular projects use to figure out the best libraries. The LuaRocks download count can be an indicator as well. But I agree this is still a problem.

Re: Lua 5.5

#105
post #49

Earlier quoted context omitted.

Not true. It's getting a constant stream of bugfixes. It's also not "stuck" on Lua 5.1, but is deliberately not following Lua's path, except for some backports. There's also a recent post about how a LuaJIT 3 might work.

OK, then I got some wrong info. If it's stuck at it deliberately, then it's worse. May be someone should fork it and bring it up to date with recent Lua versions. Why is this split needed?

I strenuously disagree. Not every language needs to chase trends and pile on unnecessary complexity because developers want the latest shiny language toys to play with. It's good to have a simple, stable language that works and that you can depend on to remain sane for the forseeable future.

C is a language like that but I fear the feature creep is coming (auto? AUTO??.) JS is a lost cause.

Re: Lua 5.5

#106
post #30

Earlier quoted context omitted.

Ypu could probably run it in wasm. Of course, without access to the DOM it won't go any further than anything else on wasm. The whole thing is nuts if you ask me. So much lost potential.

What is nuts?

lost potential of wasm not being allowed access to dom

Re: Lua 5.5

#107
post #87

I recently happened into Balatro through a Game Pass trial. I fell deep down the rabbit hole of trying to get it to run on SteamOS. It's fascinating to see a commercial game whose source is easily read inside the application bundle, and all the modding opportunities it opens up. (It's written in Lua with LÖVE.) Balatro was one of the biggest games of last year, and I'm sure the tinkerability was a big catalyst to tha…

> Balatro was one of the biggest games of last year, and I'm sure the tinkerability was a big catalyst to that Not sure I agree on that point. Balatro is a great game and the mainstream success is warranted, but my gut tells me that the technical implementation was not the catalyst for that. Sure, Lua’s portability could have led to the cross-platform popularity, but a mainstream gamer does not tinker with and mod Ba…

Yeah it is just a really easy to grasp game that pushes the right addiction buttons in our brain (see also the enormous success of megabonk)

Re: Lua 5.5

#108
post #41

> declarations for global variables That's huge. I wish LuaJIT adopted this, or at least added a compile time flag to enable it.

Yeah, I wish someone would pick up LuaJIT development. From what I've heard it in practice isn't developed anymore and is stuck at Lua 5.1 still.

[deleted]

Re: Lua 5.5

#109
post #101

Still waiting[0][1] for proper RISC-V support. 0. https://github.com/LuaJIT/LuaJIT/issues/628 1. https://github.com/LuaJIT/LuaJIT/pull/1267

LuaJIT is its own thing though.

Re: Lua 5.5

#110
post #101

Still waiting[0][1] for proper RISC-V support. 0. https://github.com/LuaJIT/LuaJIT/issues/628 1. https://github.com/LuaJIT/LuaJIT/pull/1267

LuaJIT is its own thing though.

You're right.

Still, hard to do w/o.

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