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News and discussion for the Lua programming language.

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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
How do you learn programming in general when you have mathematical struggles?

Hello, I have a learning disability and it affects my ability to comprehend math.

https://redd.it/1imcqo1
@r_lua
Learning Lua

Hello all!

I am very interested in Lua language because the game Final Fantasy XI has some add-ons that use it. Is there an online course I could take?? I've heard about Love2d

https://redd.it/1in7awd
@r_lua
It's lua a good choice to Desktop Apps?

My first language was lua, like 10 years ago, but then i start use JavaScript, and i forgot how to use lua btw, i want to know if i can use lua to make Desktop apps, not games, i want to build apps such as a POS or a Dashboard.

https://redd.it/1ini0e3
@r_lua
My two cents about my favorite language

Decided to write this up as a love letter to the best language - Lua

https://topcheto.eu/posts/0002

https://redd.it/1io7r01
@r_lua
Rationale for the numeric "for" loop syntax in Lua?

I've always been mystified by the obfuscated syntax of numeric "for" loops in Lua.

for i=10,1,-1 do

They seem so out of place compared to all of the other syntactical conventions of Lua which have more English-like semantics. I have to wonder was this a design decision by some completely separate group than the original creators of Lua? Or how did it come about?

https://redd.it/1io7ke6
@r_lua
Sub chat

Am looking for some lua coders here ,I have a problem with a roblox code, it's subbost to comment commands I selected and it's not working ,I tryed with Claude and gpt and still not working ,the code suppost to work in the noscript emulater (if you know what I mean) and not on roblox studio itself, can anyone help ;( ?

https://redd.it/1iodxer
@r_lua
Arrays start at 1 executive order
https://redd.it/1iosmv3
@r_lua