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News and discussion for the Lua programming language.

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Lua Debugger Project

[Edit: I'm dumb, here's the link to the project https://github.com/NewbySlime/Lua-Debugger-GUI\]

Hey, I wanted to share something. This is a GUI debugger tool for Lua 5.3 using Godot 4.3, I've been working on this debugger for a while. Since I need people to test the project out, I wonder if I can get some traction going by posting it here.

NOTE: for now, only works for Windows.

https://preview.redd.it/kzdu3zi195he1.png?width=1177&format=png&auto=webp&s=86658cf4e9141feee0316f6a709b587790ea1737

Also bear with me when it comes to Github stuff, this is "kind of" my first time creating a kinda big project.

Note: my time here is night, any issues will be processed the next morning (my morning). Thanks!

Oh and, I'll be thankful to anyone contributing to the project <3

https://redd.it/1ihl7on
@r_lua
Error on VSC when trying to install an addon for a lua extension.

Heyo guys, fresh to lua and got this error when trying to install Garry's Mod Lua API Definitions for the lua extension. Does anyone know how to fix this?

#

https://redd.it/1ihntmr
@r_lua
A little Morse translator I made for fun

local morseCode = {
["1"] = "*----",
["2"] = "**---",
["3"] = "***--",
["4"] = "****-",
["5"] = "*****",
["6"] = "-****",
["7"] = "--***",
["8"] = "---**",
["9"] = "----*",
["0"] = "-----",
[" "] = "/",
["."] = "*-*-*-",
[","] = "--**--",
["!"] = "-*-*--",
["?"] = "**--**",
["`"] = "*----*",
["/"] = "-**-*",
[":"] = "---***",
[";"] = "-*-*-*",
["+"] = "*-*-*",
["-"] = "-****-",
["="] = "-***-",
["("] = "-*--*",
[")"] = "-*--*-",
a = "*-",
b = "-***",
c = "-*-*",
d = "-**",
e = "*",
f = "**-*",
g = "--*",
h = "****",
i = "**",
j = "*---",
k = "-*-",
l = "*-**",
m = "--",
n = "-*",
o = "---",
p = "*--*",
q = "--*-",
r = "*-*",
s = "***",
t = "-",
u = "**-",
v = "***-",
w = "*--",
x = "-**-",
y = "-*--",
z = "--**"
}

local function FindInTable(t, v)
for k, cv in pairs(t) do
if v == cv then
return k
end
end
end

local function Help()
print("\n")
print("Entering morse: Enter \"*\" for a dot, \"-\" for a dash. Between each letter put a space. Between each word put a \"/\".")
print("Entering text: Enter any vaild character(s) that can be converted to morse")
print("Enter \"quit\" to exit the program")
print("Enter \"help\" to see this again")
print("\n")
end

while true do
print("\n")
print("Translate morse to text: enter \"1\"")
print("Translate text to morse: enter \"2\"")
print("Exit program: enter \"quit\"")
print("For Help: enter \"help\"")
print("\n")

local input = string.lower(io.read("l"))

if input == "quit" then print("Goodbye!") break end
if input == "help" then Help() goto continue end

local mode = input == "1" and "m->t" or input == "2" and "t->m" or nil

if not mode then print("invalid input; try again"); goto continue end

print("enter your message in "..(mode == "m->t" and "morse" or "text"))
print("\n")

local input = io.read("l")
local message = ""

if mode == "m->t" then
local morseCharacter = ""

input = input.." "

for character in input:gmatch"." do
if character == "*" or character == "-" then
morseCharacter = morseCharacter..character
elseif character == "/" then
message = message.." "
elseif character == " " then
local letterOfMorse = FindInTable(morseCode, morseCharacter)
if morseCharacter and morseCharacter ~= "" then
if letterOfMorse then
message = message..letterOfMorse
morseCharacter = ""
else
print("Invalid morse found in message: \""..morseCharacter.."\". Please retry")
goto continue
end
end
else
print("Invalid character found in message: \""..character.."\". Please retry")
goto continue
end
end

elseif mode == "t->m" then

for character in input:gmatch"." do
if not morseCode[character] then
print("Invalid character found in message: \""..character.."\". Please retry")
goto continue
end
message = message..morseCode[character].." "
end
end

print("\n", message, "\n")

::continue::
end


https://redd.it/1ihrw4q
@r_lua
Where learn lua

Hello I just want to know where I start learning lua and simple project I can made

https://redd.it/1iia6pl
@r_lua
TAL - a pseudo-runtime for lua, written in lua

[https://git.topcheto.eu/topchetoeu/tal](https://git.topcheto.eu/topchetoeu/tal)

This is a small runtime made to build on top of the, quite honestly, insufficient and incomplete lua stdlibs, as well as the annoying non-relative module system.

It is written for my personal usage and so it's pretty shitty and undocumented, some pretty questionable decisions have been made to make this working. The code base follows no sane standards and will probably break a lot of existing lua code - TAL is definitely far from prod-ready.

Some of the major features it has are:

* symmetric coroutines (by utilizing a modified version of "coro")
* a better module system
* extensions of the standard libraries, most notably the new "array" class
* some useful modules
* an event loop (still useless because there are no async functions yet)

Feel free to check it out and give me your feedback - should I clean this up for usage by sane people?

Also, the name means "TopchetoEU's Atrocious Lua"

https://redd.it/1iiq9s6
@r_lua
need help with 2d to 3d transitioning

-- Game state
local gameMode = "2D"  -- Can be "2D" or "3D"
local player = {
    x = 100,
    y = 100,
    angle = 0,
    fov = math.pi / 3,
    speed = 100,
    turnSpeed = 2,
    radius = 10
}

-- Map and objects
local map = {
    {1, 1, 1, 1, 1},
    {1, 0, 0, 0, 1},
    {1, 0, 0, 0, 1},
    {1, 0, 0, 0, 1},
    {1, 1, 1, 1, 1}
}
local tileSize = 64
local objects = {
    {x = 200, y = 200, type = "glitch"}  -- Example glitchy object
}

-- Raycasting parameters
local numRays = 800  -- Number of rays to cast (higher = smoother)
local rayLength = 300  -- Maximum ray length

-- Load function
function love.load()
    -- Initialize resources
    love.window.setMode(800, 600, {resizable=false, vsync=true})
    love.mouse.setVisible(false)
end

-- Update function
function love.update(dt)
    if gameMode == "2D" then
        update2D(dt)
    elseif gameMode == "3D" then
        update3D(dt)
    end
end

-- Draw function
function love.draw()
    if gameMode == "2D" then
        draw2D()
    elseif gameMode == "3D" then
        draw3D()
    end
end

-- 2D Mode
function update2D(dt)
    -- Handle player movement
    if love.keyboard.isDown("w") then
        player.y = player.y - player.speed * dt
    end
    if love.keyboard.isDown("s") then
        player.y = player.y + player.speed * dt
    end
    if love.keyboard.isDown("a") then
        player.x = player.x - player.speed * dt
    end
    if love.keyboard.isDown("d") then
        player.x = player.x + player.speed * dt
    end

    -- Check for interactions with objects
    for _, obj in ipairs(objects) do
        if checkCollision(player.x, player.y, obj.x, obj.y, 16) then
            if obj.type == "glitch" then
                -- Trigger 3D mode
                gameMode = "3D"
                player.angle = 0  -- Reset angle for 3D mode
            end
        end
    end
end

function draw2D()
    -- Draw the 2D world
    love.graphics.setColor(0.2, 0.8, 0.2)  -- Grass
    love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())

    -- Draw objects
    for _, obj in ipairs(objects) do
        if obj.type == "glitch" then
            love.graphics.setColor(1, 0, 0)  -- Red for glitchy object
            love.graphics.circle("fill", obj.x, obj.y, 16)
        end
    end

    -- Draw the player
    love.graphics.setColor(0, 0, 1)  -- Blue for player
    love.graphics.circle("fill", player.x, player.y, 10)
end

-- 3D Mode
function update3D(dt)
    -- Handle player movement and rotation
    if love.keyboard.isDown("w") then
        player.x = player.x + math.cos(player.angle) * player.speed * dt
        player.y = player.y + math.sin(player.angle) * player.speed * dt
    end
    if love.keyboard.isDown("s") then
        player.x = player.x - math.cos(player.angle) * player.speed * dt
        player.y = player.y - math.sin(player.angle) * player.speed * dt
    end
    if love.keyboard.isDown("a") then
        player.angle = player.angle - player.turnSpeed * dt
    end
    if love.keyboard.isDown("d") then
        player.angle = player.angle + player.turnSpeed * dt
    end

    -- Keep player angle within 0 to 2*pi
    player.angle = player.angle % (2 * math.pi)
end

function draw3D()
    -- Draw the 3D-ish world using raycasting
    for i = 1, numRays do
        local rayAngle = (player.angle - player.fov / 2) + (i / numRays) * player.fov
        local rayDirX = math.cos(rayAngle)
        local rayDirY = math.sin(rayAngle)

        local rayX = player.x
        local rayY = player.y
   
    local distance = 0
        local hitWall = false

        while not hitWall and distance < rayLength do
            rayX = rayX + rayDirX
            rayY = rayY + rayDirY
            distance = distance + 1

            -- Check if the ray hits a wall
            local mapX = math.floor(rayX / tileSize) + 1
            local mapY = math.floor(rayY / tileSize) + 1

            if mapX >= 1 and mapX <= #map[1] and mapY >= 1 and mapY <= #map then
                if map[mapY][mapX] == 1 then
                    hitWall = true
                end
            else
                break
            end
        end

        -- Draw the first-person view (walls)
        if hitWall then
            local wallHeight = (tileSize * love.graphics.getHeight()) / (distance * math.cos(rayAngle - player.angle))
            local wallX = (i / numRays) * love.graphics.getWidth()
            local wallY = (love.graphics.getHeight() - wallHeight) / 2

            love.graphics.setColor(0.4, 0.4, 0.4)  -- Gray for walls
            love.graphics.rectangle("fill", wallX, wallY, love.graphics.getWidth() / numRays, wallHeight)
        end
    end
end

-- Helper function to check collision
function checkCollision(x1, y1, x2, y2, radius)
    return math.sqrt((x1 - x2)^2 + (y1 - y2)^2) < radius
end
-- Game state
local gameMode = "2D"  -- Can be "2D" or "3D"
local player = {
    x = 100,
    y = 100,
    angle = 0,
    fov = math.pi / 3,
    speed = 100,
    turnSpeed = 2,
    radius = 10
}


-- Map and objects
local map = {
    {1, 1, 1, 1, 1},
    {1, 0, 0, 0, 1},
    {1, 0, 0, 0, 1},
    {1, 0, 0, 0, 1},
    {1, 1, 1, 1, 1}
}
local tileSize = 64
local objects = {
    {x = 200, y = 200, type = "glitch"}  -- Example glitchy object
}


-- Raycasting parameters
local numRays = 800  -- Number of rays to cast (higher = smoother)
local rayLength = 300  -- Maximum ray length


-- Load function
function love.load()
    -- Initialize resources
    love.window.setMode(800, 600, {resizable=false, vsync=true})
    love.mouse.setVisible(false)
end


-- Update function
function love.update(dt)
    if gameMode == "2D" then
        update2D(dt)
    elseif gameMode == "3D" then
        update3D(dt)
    end
end


-- Draw function
function love.draw()
    if gameMode == "2D" then
        draw2D()
    elseif gameMode == "3D" then
        draw3D()
    end
end


-- 2D Mode
function update2D(dt)
    -- Handle player movement
    if love.keyboard.isDown("w") then
        player.y = player.y - player.speed * dt
    end
    if love.keyboard.isDown("s") then
        player.y = player.y + player.speed * dt
    end
    if love.keyboard.isDown("a") then
        player.x = player.x - player.speed * dt
    end
    if love.keyboard.isDown("d") then
        player.x = player.x + player.speed * dt
    end


    -- Check for interactions with objects
    for _, obj in ipairs(objects) do
        if checkCollision(player.x, player.y, obj.x, obj.y, 16) then
            if obj.type == "glitch" then
                -- Trigger 3D mode
                gameMode = "3D"
                player.angle = 0  -- Reset angle for 3D mode
            end
        end
    end
end


function draw2D()
    -- Draw the 2D world
    love.graphics.setColor(0.2, 0.8, 0.2)  -- Grass
    love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())


    -- Draw objects
    for _, obj in ipairs(objects) do
        if obj.type == "glitch" then
            love.graphics.setColor(1, 0, 0)  -- Red for glitchy object
           
love.graphics.circle("fill", obj.x, obj.y, 16)
        end
    end


    -- Draw the player
    love.graphics.setColor(0, 0, 1)  -- Blue for player
    love.graphics.circle("fill", player.x, player.y, 10)
end


-- 3D Mode
function update3D(dt)
    -- Handle player movement and rotation
    if love.keyboard.isDown("w") then
        player.x = player.x + math.cos(player.angle) * player.speed * dt
        player.y = player.y + math.sin(player.angle) * player.speed * dt
    end
    if love.keyboard.isDown("s") then
        player.x = player.x - math.cos(player.angle) * player.speed * dt
        player.y = player.y - math.sin(player.angle) * player.speed * dt
    end
    if love.keyboard.isDown("a") then
        player.angle = player.angle - player.turnSpeed * dt
    end
    if love.keyboard.isDown("d") then
        player.angle = player.angle + player.turnSpeed * dt
    end


    -- Keep player angle within 0 to 2*pi
    player.angle = player.angle % (2 * math.pi)
end


function draw3D()
    -- Draw the 3D-ish world using raycasting
    for i = 1, numRays do
        local rayAngle = (player.angle - player.fov / 2) + (i / numRays) * player.fov
        local rayDirX = math.cos(rayAngle)
        local rayDirY = math.sin(rayAngle)


        local rayX = player.x
        local rayY = player.y
        local distance = 0
        local hitWall = false


        while not hitWall and distance < rayLength do
            rayX = rayX + rayDirX
            rayY = rayY + rayDirY
            distance = distance + 1


            -- Check if the ray hits a wall
            local mapX = math.floor(rayX / tileSize) + 1
            local mapY = math.floor(rayY / tileSize) + 1


            if mapX >= 1 and mapX <= #map[1] and mapY >= 1 and mapY <= #map then
                if map[mapY][mapX] == 1 then
                    hitWall = true
                end
            else
                break
            end
        end


        -- Draw the first-person view (walls)
        if hitWall then
            local wallHeight = (tileSize * love.graphics.getHeight()) / (distance * math.cos(rayAngle - player.angle))
            local wallX = (i / numRays) * love.graphics.getWidth()
            local wallY = (love.graphics.getHeight() - wallHeight) / 2


            love.graphics.setColor(0.4, 0.4, 0.4)  -- Gray for walls
            love.graphics.rectangle("fill", wallX, wallY, love.graphics.getWidth() / numRays, wallHeight)
        end
    end
end


-- Helper function to check collision
function checkCollision(x1, y1, x2, y2, radius)
    return math.sqrt((x1 - x2)^2 + (y1 - y2)^2) < radius
end

okay so i am trying to make a 2d topdown game for and working on a object collision to transition to a doom like 3d zone but it isn't working as intended

https://redd.it/1ij7o0d
@r_lua
how do event loops work in terminal and how to implement them? (please help im bashing my head in)

I come from a JS background and I am pretty new to lua and terminals, i have a basic terminal application. I wanted to understand how you would go about implementing let's say a progress bar that runs in a nonblocking way, right now the progress bar runs but you cannot do any tasks or add an input while the progress bar runs, I have been trying to implement it but i am honestly just confused, I wanted a functionality like this:

==============40%
press 'q' to go back

You can switch between the menu while the progress bar runs.

Here's the code for the main application and the progress bar ui file :

main.lua

local sys = require("system")
local UI = require("ui")
local copas = require("copas")

function displayMenu()
print("=============")
print("1. Check Time")
print("2. Get Mono Time")
print("3. Give Feedback")
print("4. Progress Bar Demo")
print("6. Exit")
print("=============")
end

function sleep()
local input = io.read()
local gotInput = sys.readkey(input)
print(gotInput)
end

function getTime()
local time = sys.gettime()
local date = os.date("Current Time: %Y-%m-%d %H:%M:%S", time)
print(date)
end


function monoTime()
local response = sys.monotime()
print(response)
end

function UI.prompt(message)
print(message .. " (yes/no):")
local response = io.read()
if response == "yes" then
return true
else return false end
end

function uiPrompt()
local response = UI.prompt("Do you like lua?")
if response == true then
print("Thats great!")
else
print("So sad to hear :(")
end
end

while true do
displayMenu()
io.write("Select an Option: ")
local choice = tonumber(io.read())

if choice == 1 then
getTime()
elseif choice == 2 then
monoTime()
elseif choice == 3 then
uiPrompt()
elseif choice == 4 then
copas.addthread(
function ()
local total = 100
for i=1, total do
UI.progressBar(i, total)
copas.pause(0.1)
end
print()
end)
elseif choice==6 then
break
end
end

copas.loop()

ui.lua

UI={}

function UI.progressBar(current, total)
local widthOfBar = 50
local progress = math.floor((current / total) widthOfBar)
local remaining = widthOfBar - progress
local bar = "[" .. string.rep("=", progress) .. string.rep(" ", remaining) .. "]"
io.write("\r" .. bar .. math.floor((current / total)
100) .. "%") -- carriage return for progress bar to stay on the same line
io.flush()
end

copas.loop()

return UI

If anyone could explain and point out what i am doing wrong that would be great. Thanks!

https://redd.it/1ij6w4y
@r_lua
How possible is to make programs with Lua?

I'm learning to code to make games, and Lua is one of the languages that interest me, as some say Lua is easier than Pythom to learn. What I see often, however, is that Lua is designed to be enbedded into other languages, as oppose to be used on it's on.

Is it possible to make complete programins purely on Lua?

https://redd.it/1ijk4un
@r_lua
cool little 3d terminal ascii renderer i made for fun

```

local width = 50
local height = 50
local cameraZ = 100
local FPS = 1/60
local origin = {x = 25, y = 25}

local grid = {}

local properties = {
    size = 13,
    position = {x = 0, y = 0, z = 0},
    rotation = {x = 0, y = 0, z = 0},
}

local vertices = {
    {x = -1, y = -1, z = -1},  -- Vertex 1: Bottom-left-front
    {x = 1, y = -1, z = -1},   -- Vertex 2: Bottom-right-front
    {x = 1, y = 1, z = -1},    -- Vertex 3: Top-right-front
    {x = -1, y = 1, z = -1},   -- Vertex 4: Top-left-front
    {x = -1, y = -1, z = 1},   -- Vertex 5: Bottom-left-back
    {x = 1, y = -1, z = 1},    -- Vertex 6: Bottom-right-back
    {x = 1, y = 1, z = 1},     -- Vertex 7: Top-right-back
    {x = -1, y = 1, z = 1}     -- Vertex 8: Top-left-back
}

local edges = {
    {1, 2},  -- Bottom-left-front to Bottom-right-front
    {2, 3},  -- Bottom-right-front to Top-right-front
    {3, 4},  -- Top-right-front to Top-left-front
    {4, 1},  -- Top-left-front to Bottom-left-front
    {5, 6},  -- Bottom-left-back to Bottom-right-back
    {6, 7},  -- Bottom-right-back to Top-right-back
    {7, 8},  -- Top-right-back to Top-left-back
    {8, 5},  -- Top-left-back to Bottom-left-back
    {1, 5},  -- Bottom-left-front to Bottom-left-back
    {2, 6},  -- Bottom-right-front to Bottom-right-back
    {3, 7},  -- Top-right-front to Top-right-back
    {4, 8}   -- Top-left-front to Top-left-back
}

local function sleep(t)
    local n = os.clock()
    while os.clock() - n < t do end
end

local function plot(x, y)
    if x >= 1 and x <= width and y >= 1 and y <= height then
        gridxy = "##"
    end
end

-- Bresenham's line algorithm
local function DrawLine(x0, y0, x1, y1)
    local dx = math.abs(x1 - x0)
    local dy = math.abs(y1 - y0)
    local sx = x0 < x1 and 1 or -1
    local sy = y0 < y1 and 1 or -1
    local err = dx - dy
   
    while true do
        plot(x0, y0)
        if x0 == x1 and y0 == y1 then break end
        local e2 = 2 err
        if e2 > -dy then
            err = err - dy
            x0 = x0 + sx
        end
        if e2 < dx then
            err = err + dx
            y0 = y0 + sy
        end
    end
end

local function project(x3d, y3d, z3d)    
    local depth = cameraZ - z3d
    if depth <= 0 then return nil, nil end  -- Clip behind camera
   
    local projX = (x3d - origin.x)
cameraZ / depth + origin.x
    local projY = (y3d - origin.y) cameraZ / depth + origin.y
    local screenX = math.floor(projX + 0.5)
    local screenY = height - math.floor(projY + 0.5) + 1

    if screenX < 1 or screenX > width or screenY < 1 or screenY > height then
        return nil, nil
    end
   
    return screenX, screenY
end

local function SetupGrid()
    for x = 1, width do
        grid[x] = {}
        for y = 1, height do
            grid[x][y] = "  "
        end
    end
end

local function TransformVertices()
    local transformed = {}
    local cosX, sinX = math.cos(properties.rotation.x), math.sin(properties.rotation.x)
    local cosY, sinY = math.cos(properties.rotation.y), math.sin(properties.rotation.y)
    local cosZ, sinZ = math.cos(properties.rotation.z), math.sin(properties.rotation.z)

    for _, v in ipairs(vertices) do
        -- Scale
        local x = v.x
properties.size / 2
        local y = v.y properties.size / 2
        local z = v.z
properties.size / 2

        -- Rotate around X axis
        local y1 = y cosX - z sinX
        local z1 = y sinX + z cosX
        y, z = y1, z1

        -- Rotate around Y axis
        local x1 = x cosY + z sinY
        local z2 =
cool little 3d terminal ascii renderer i made for fun

\`\`\`

local width = 50
local height = 50
local cameraZ = 100
local FPS = 1/60
local origin = {x = 25, y = 25}

local grid = {}

local properties = {
    size = 13,
    position = {x = 0, y = 0, z = 0},
    rotation = {x = 0, y = 0, z = 0},
}

local vertices = {
    {x = -1, y = -1, z = -1},  -- Vertex 1: Bottom-left-front
    {x = 1, y = -1, z = -1},   -- Vertex 2: Bottom-right-front
    {x = 1, y = 1, z = -1},    -- Vertex 3: Top-right-front
    {x = -1, y = 1, z = -1},   -- Vertex 4: Top-left-front
    {x = -1, y = -1, z = 1},   -- Vertex 5: Bottom-left-back
    {x = 1, y = -1, z = 1},    -- Vertex 6: Bottom-right-back
    {x = 1, y = 1, z = 1},     -- Vertex 7: Top-right-back
    {x = -1, y = 1, z = 1}     -- Vertex 8: Top-left-back
}

local edges = {
    {1, 2},  -- Bottom-left-front to Bottom-right-front
    {2, 3},  -- Bottom-right-front to Top-right-front
    {3, 4},  -- Top-right-front to Top-left-front
    {4, 1},  -- Top-left-front to Bottom-left-front
    {5, 6},  -- Bottom-left-back to Bottom-right-back
    {6, 7},  -- Bottom-right-back to Top-right-back
    {7, 8},  -- Top-right-back to Top-left-back
    {8, 5},  -- Top-left-back to Bottom-left-back
    {1, 5},  -- Bottom-left-front to Bottom-left-back
    {2, 6},  -- Bottom-right-front to Bottom-right-back
    {3, 7},  -- Top-right-front to Top-right-back
    {4, 8}   -- Top-left-front to Top-left-back
}

local function sleep(t)
    local n = os.clock()
    while os.clock() - n < t do end
end

local function plot(x, y)
    if x >= 1 and x <= width and y >= 1 and y <= height then
        grid[x][y] = "##"
    end
end

-- Bresenham's line algorithm
local function DrawLine(x0, y0, x1, y1)
    local dx = math.abs(x1 - x0)
    local dy = math.abs(y1 - y0)
    local sx = x0 < x1 and 1 or -1
    local sy = y0 < y1 and 1 or -1
    local err = dx - dy
   
    while true do
        plot(x0, y0)
        if x0 == x1 and y0 == y1 then break end
        local e2 = 2 * err
        if e2 > -dy then
            err = err - dy
            x0 = x0 + sx
        end
        if e2 < dx then
            err = err + dx
            y0 = y0 + sy
        end
    end
end

local function project(x3d, y3d, z3d)    
    local depth = cameraZ - z3d
    if depth <= 0 then return nil, nil end  -- Clip behind camera
   
    local projX = (x3d - origin.x) * cameraZ / depth + origin.x
    local projY = (y3d - origin.y) * cameraZ / depth + origin.y
    local screenX = math.floor(projX + 0.5)
    local screenY = height - math.floor(projY + 0.5) + 1

    if screenX < 1 or screenX > width or screenY < 1 or screenY > height then
        return nil, nil
    end
   
    return screenX, screenY
end

local function SetupGrid()
    for x = 1, width do
        grid[x] = {}
        for y = 1, height do
            grid[x][y] = "  "
        end
    end
end

local function TransformVertices()
    local transformed = {}
    local cosX, sinX = math.cos(properties.rotation.x), math.sin(properties.rotation.x)
    local cosY, sinY = math.cos(properties.rotation.y), math.sin(properties.rotation.y)
    local cosZ, sinZ = math.cos(properties.rotation.z), math.sin(properties.rotation.z)

    for _, v in ipairs(vertices) do
        -- Scale
        local x = v.x * properties.size / 2
        local y = v.y * properties.size / 2
        local z = v.z * properties.size / 2

        -- Rotate around X axis
        local y1 = y * cosX - z * sinX
        local z1 = y * sinX + z * cosX
        y, z = y1, z1

        -- Rotate around Y axis
        local x1 = x * cosY + z * sinY
        local z2 =
-x * sinY + z * cosY
        x, z = x1, z2

        -- Rotate around Z axis
        local x2 = x * cosZ - y * sinZ
        local y2 = x * sinZ + y * cosZ
        x, y = x2, y2

        -- Translate
        x = x + properties.position.x + origin.x
        y = y + properties.position.y + origin.y
        z = z + properties.position.z

        table.insert(transformed, {x = x, y = y, z = z, close = v.close})
    end

    return transformed
end

local function DrawLines()
    local transformed = TransformVertices()
    for _, edge in ipairs(edges) do
        local v1 = transformed[edge[1]]
        local v2 = transformed[edge[2]]
        local x0, y0 = project(v1.x, v1.y, v1.z)
        local x1, y1 = project(v2.x, v2.y, v2.z)
        if x0 and y0 and x1 and y1 then
            DrawLine(x0, y0, x1, y1)
        end
    end
end

local function DrawGrid()
    for y = 1, height do
        for x = 1, width do
            io.write(grid[x][y])
        end
        io.write("\n")
    end
end

-- Main loop
while true do
    os.execute("cls") -- Clear output on Windows (if you're on mac you shouldn't be here, it is the inferior os)

    properties.rotation.x = properties.rotation.x + 0.05
    properties.rotation.y = properties.rotation.y + 0.03
    properties.position.x = math.sin(os.clock()) * 3 -- Oscillate position

    SetupGrid()
    DrawLines()
    DrawGrid()

    sleep(FPS)
end



\`\`\`


that renders a cube, but i have some other shapes too


pyramid:



\`\`\`

local properties = {

size = 7,

position = {x = 0, y = 0, z = 0},

rotation = {x = 0, y = 0, z = 0},

}



local vertices = {

{x = -2, y = -2, z = 0}, -- Vertex 1: Bottom-left

{x = 2, y = -2, z = 0}, -- Vertex 2: Bottom-right

{x = 2, y = 2, z = 0}, -- Vertex 3: Top-right

{x = -2, y = 2, z = 0}, -- Vertex 4: Top-left

{x = 0, y = 0, z = 6} -- Vertex 5: Apex

}



local edges = {

{1, 2}, -- Bottom-left to Bottom-right

{2, 3}, -- Bottom-right to Top-right

{3, 4}, -- Top-right to Top-left

{4, 1}, -- Top-left to Bottom-left

{1, 5}, -- Bottom-left to Apex

{2, 5}, -- Bottom-right to Apex

{3, 5}, -- Top-right to Apex

{4, 5} -- Top-left to Apex

}
\`\`\`


and a dodecahedron


\`\`\`

local properties = {

size = 20,

position = {x = 0, y = 0, z = 0},

rotation = {x = 0, y = 0, z = 0},

}



local vertices = {

{x = 1, y = 1, z = 1}, -- Vertex 1

{x = 1, y = 1, z = -1}, -- Vertex 2

{x = 1, y = -1, z = 1}, -- Vertex 3

{x = 1, y = -1, z = -1}, -- Vertex 4

{x = -1, y = 1, z = 1}, -- Vertex 5

{x = -1, y = 1, z = -1}, -- Vertex 6

{x = -1, y = -1, z = 1}, -- Vertex 7

{x = -1, y = -1, z = -1}, -- Vertex 8

{x = 0, y = 1/1.618, z = 1.618}, -- Vertex 9

{x = 0, y = 1/1.618, z = -1.618},-- Vertex 10

{x = 0, y = -1/1.618, z = 1.618},-- Vertex 11

{x = 0, y = -1/1.618, z = -1.618},-- Vertex 12

{x = 1/1.618, y = 1.618, z = 0}, -- Vertex 13

{x = 1/1.618, y = -1.618, z = 0},-- Vertex 14

{x = -1/1.618, y = 1.618, z = 0},-- Vertex 15

{x = -1/1.618, y = -1.618, z = 0},-- Vertex 16

{x = 1.618, y = 0, z = 1/1.618}, -- Vertex 17

{x = 1.618, y = 0, z = -1/1.618},-- Vertex 18

{x = -1.618, y = 0, z = 1/1.618},-- Vertex 19

{x = -1.618, y = 0, z = -1/1.618},-- Vertex 20

}



local edges = {

{1, 2}, {2, 4}, {4, 3}, {3, 1}, -- Top face

{5, 6}, {6, 8}, {8, 7}, {7, 5}, -- Bottom face

{1, 9}, {9, 5}, -- Connect top to middle

{2, 10}, {10, 6},

{3, 11}, {11, 7},

{4, 12}, {12, 8},

{9, 13}, {13, 15}, {15, 10}, {10, 14}, {14, 9}, -- Top-middle pentagon

{11, 16}, {16, 14}, {14, 12}, {12, 17}, {17, 11},-- Bottom-middle pentagon

{13, 17}, {17, 18}, {18, 15},

{16, 19}, {19, 20}, {20, 14},

{19, 5}, {20, 6}

}
\`\`\`

https://redd.it/1ijnx6n
@r_lua
Lua modding

Does anyone know or have experience modding Sims 4 in lua? I have been learning lua for a bit and wonder if its possible to mod sims 4 with this programming language.

https://redd.it/1ijxjl2
@r_lua
I've only been learning for a short time, but I love physics so I tried this

Is it good for a beginner?



--define the root function
function root(x)
return math.sqrt(x)
end


--- light constant
c = 310^8

--get the values
print("how many percent of the speed of light")
v = (tonumber(
io.read())/100)c
print("what is the mass of the object(kg)")
M = tonumber(io.read())


--calculate lorentz value
LorentzFactor = (1/root(1-(v^2)/(c^2)))


--simplify the variable
F= Lorentz
Factor


--see if the value is less than the speed of light
if v >= c+1 then
print("               $ERROR.0".. math.random(1,10).. "$;enter a valid value (<= c)")
-- here checks if the value is equal
elseif v == c then
print(" $ERROR.0"..math.random(11,15)..";value approaches infinity")
--aki checks if the value is negative
elseif v <= -1 then
print("ERROR.016;identified negative value")

else
--energy calculation
E = (F - 1)Mc^2
--print the energy
print("the energy of the object is "..E)
end





https://redd.it/1ik0pz6
@r_lua
Thoughts on roblox as a free way to learn?

What are your thought son roblox studio and the platform itself, from a developer's perspective?


I'm leaning towards roblox but ive also considered love2d or some fantasy console.

I like lua and i want to learn the basic of it. ive messed with roblox but im not sure if i should stick with it. ive also never finished anything in studio.

https://redd.it/1ike280
@r_lua
Why did you guys decide to learn Lua?

Basically noscript.
I’m just curious to learn why other people decided to learn Lua. For me it’s for my work (I work as a robot programmer and I need to learn how to write some noscripts). I’m just starting out and I think it’s kinda fun.
Do you have any tips and or insights for a newb?

https://redd.it/1ilpbvz
@r_lua
fivem noscript support

ayone here with fivem noscripting that can help me out please?

https://redd.it/1ilssyh
@r_lua