GitHub - shawnjb/luacraftbeta: Lua noscripting plugin for Minecraft Beta 1.7.3 (CB1060), powered by LuaJ.
https://github.com/shawnjb/luacraftbeta
https://redd.it/1jsmdie
@r_lua
https://github.com/shawnjb/luacraftbeta
https://redd.it/1jsmdie
@r_lua
GitHub
GitHub - shawnjb/luacraftbeta: Lua noscripting plugin for Minecraft Beta 1.7.3 (CB1060), powered by LuaJ.
Lua noscripting plugin for Minecraft Beta 1.7.3 (CB1060), powered by LuaJ. - shawnjb/luacraftbeta
Luamacros question: Original input still being sent
I know it's not exactly Lua but the hidmacros forum is dead so this is the only place to ask.
Long story short, I have a gamepad with extra buttons bound to the numpad. I have a Luamacros noscript that catches the input from this controller (believing it to be a keyboard) and outputs F13-F22. However, it still sends the original numpad button too, so it actually reads as numpad1 + F13 and whatnot. I have no idea how to fix this, I've tried running as admin but it won't work. Any idea how to fix this?
https://redd.it/1jso6n4
@r_lua
I know it's not exactly Lua but the hidmacros forum is dead so this is the only place to ask.
Long story short, I have a gamepad with extra buttons bound to the numpad. I have a Luamacros noscript that catches the input from this controller (believing it to be a keyboard) and outputs F13-F22. However, it still sends the original numpad button too, so it actually reads as numpad1 + F13 and whatnot. I have no idea how to fix this, I've tried running as admin but it won't work. Any idea how to fix this?
https://redd.it/1jso6n4
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Hello, LUA members, I need help from you experts to make sure this code will work (I'm a noob at coding)
So, I'm making a noscript to make it so every 10 seconds 300 unanchored parts are added (to lag the game), and after 60 seconds the noscript will stop, will this work?:
game.Workspace:WaitForChild("Treehouse").CanCollide = true --Treehouse is a model.
game.Workspace:WaitForChild("Tree").CanCollide = true --Tree is also a model.
local baseplate = game.Workspace:WaitForChild("Baseplate")
local function createParts()
for i = 1, 300 do
local part = Instance.new("Part")
part.Size = Vector3.new(1, 1, 1) -- Set part size
part.Position = baseplate.Position - Vector3.new(0, 5, 0) + Vector3.new(math.random(-50, 50), 0, math.random(-50, 50, 50)
part.Anchored = false
part.Parent = game.Workspace
end
end
local startTime = tick()
local endTime = startTime + 60
while tick() < endTime do
wait(10)
createParts()
end
Sorry for bothering y'all if I did.
https://redd.it/1jstavq
@r_lua
So, I'm making a noscript to make it so every 10 seconds 300 unanchored parts are added (to lag the game), and after 60 seconds the noscript will stop, will this work?:
game.Workspace:WaitForChild("Treehouse").CanCollide = true --Treehouse is a model.
game.Workspace:WaitForChild("Tree").CanCollide = true --Tree is also a model.
local baseplate = game.Workspace:WaitForChild("Baseplate")
local function createParts()
for i = 1, 300 do
local part = Instance.new("Part")
part.Size = Vector3.new(1, 1, 1) -- Set part size
part.Position = baseplate.Position - Vector3.new(0, 5, 0) + Vector3.new(math.random(-50, 50), 0, math.random(-50, 50, 50)
part.Anchored = false
part.Parent = game.Workspace
end
end
local startTime = tick()
local endTime = startTime + 60
while tick() < endTime do
wait(10)
createParts()
end
Sorry for bothering y'all if I did.
https://redd.it/1jstavq
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Announcing Lux - a Modern Package Manager for Lua
It's time Lua got the ecosystem it deserves.
Lux is a new package manager for creating, maintaining and publishing Lua code. It does this through a simple and intuitive CLI inspired by other well-known package managers like
# Features
Has an actual notion of a "project", with a simple governing `lux.toml` file.
Installs and builds Lua packages in parallel for maximum speed.
Allows you to add/remove/update dependencies with simple commands. This includes finding outdated packages!
Handles the generation of rockspecs for you for every version of your project - say goodbye to 10 rockspec files in your source code.
Has builtin commands for project-wide code formatting (powered by `stylua`) as well as project-wide linting (powered by `luacheck`).
Has native support for running tests with
Uploading a new version of a package is as simple as `lx upload`!
Is fully portable between systems and handles the installations of Lua headers for you, ensuring that all users get the same environment.
# Documentation
The project can be found at https://github.com/nvim-neorocks/lux
A tutorial as well as guides can be found on our documentation website.
We're announcing the project now as it has hit a state of "very usable for everyday tasks". We still have things to flesh out, like error messages and edge cases, but all those fixes are planned for the 1.0 release.
If you have any questions or issues, feel free to reach out in the Github discussions or our issue tracker. Cheers! :)
The Lux Team
https://redd.it/1jt28qr
@r_lua
It's time Lua got the ecosystem it deserves.
Lux is a new package manager for creating, maintaining and publishing Lua code. It does this through a simple and intuitive CLI inspired by other well-known package managers like
cargo.# Features
Has an actual notion of a "project", with a simple governing `lux.toml` file.
Installs and builds Lua packages in parallel for maximum speed.
Allows you to add/remove/update dependencies with simple commands. This includes finding outdated packages!
Handles the generation of rockspecs for you for every version of your project - say goodbye to 10 rockspec files in your source code.
Has builtin commands for project-wide code formatting (powered by `stylua`) as well as project-wide linting (powered by `luacheck`).
Has native support for running tests with
busted.Uploading a new version of a package is as simple as `lx upload`!
Is fully portable between systems and handles the installations of Lua headers for you, ensuring that all users get the same environment.
# Documentation
The project can be found at https://github.com/nvim-neorocks/lux
A tutorial as well as guides can be found on our documentation website.
We're announcing the project now as it has hit a state of "very usable for everyday tasks". We still have things to flesh out, like error messages and edge cases, but all those fixes are planned for the 1.0 release.
If you have any questions or issues, feel free to reach out in the Github discussions or our issue tracker. Cheers! :)
The Lux Team
https://redd.it/1jt28qr
@r_lua
GitHub
GitHub - nvim-neorocks/lux: A luxurious package manager for Lua
A luxurious package manager for Lua. Contribute to nvim-neorocks/lux development by creating an account on GitHub.
memory from "luanewuserdata" is not aligned correctly
I am trying to make a binding for CGLM types (such as vec2, vec3, vec4 and matrix types) for a game engine project I am making. I am new to the lua API so I dont know what is causing this.
The memory is not aligned to correctly, so when CGLM tries to do SIMD optimizations it causes seg faults which is a big deal.
anyone know how I can allocate memory in an aligned way for userdatums?
static float *createvec4(luaState L) {
float vec = luanewuserdata(L, sizeof(vec4));
luaLgetmetatable(L, "vec4");
luasetmetatable(L, -2);
return vec;
}
static int newvec4(luaState L) {
float x = luaL_optnumber(L, 1, 0.0f);
float y = luaL_optnumber(L, 2, 0.0f);
float z = luaL_optnumber(L, 3, 0.0f);
float w = luaL_optnumber(L, 4, 0.0f);
float vec = createvec4(L);
// SEGMENTATION FAULT!
glmvec4copy((vec4){x, y, z, w}, vec);
return 1;
}
https://redd.it/1jt2ihh
@r_lua
I am trying to make a binding for CGLM types (such as vec2, vec3, vec4 and matrix types) for a game engine project I am making. I am new to the lua API so I dont know what is causing this.
The memory is not aligned to correctly, so when CGLM tries to do SIMD optimizations it causes seg faults which is a big deal.
anyone know how I can allocate memory in an aligned way for userdatums?
static float *createvec4(luaState L) {
float vec = luanewuserdata(L, sizeof(vec4));
luaLgetmetatable(L, "vec4");
luasetmetatable(L, -2);
return vec;
}
static int newvec4(luaState L) {
float x = luaL_optnumber(L, 1, 0.0f);
float y = luaL_optnumber(L, 2, 0.0f);
float z = luaL_optnumber(L, 3, 0.0f);
float w = luaL_optnumber(L, 4, 0.0f);
float vec = createvec4(L);
// SEGMENTATION FAULT!
glmvec4copy((vec4){x, y, z, w}, vec);
return 1;
}
https://redd.it/1jt2ihh
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Comma separated assignment joy
Just wanted to share something simple that gave me joy.
I've used comma separated assignments before but only in a very limited way. If I have two values I need to return from a function I'll return them as comma separated values so I'll assign them like this:
x,y = somefunction(somevalue)
And that has been the extent of how I have used them.
But yesterday I had a programming problem such that two variables needed to be updated atomically. Something akin to (but more complicated than):
--to be done atomically
x=x+y
y=x-y
Now I obviously can't write it like that as by the time I get to the second line, x is no longer the value it needs to be.
I could write something like...
local oldx=x
x=x+y
y=oldx-y
...but that's really ugly. I could hide the ugly in a function...
x,y = update(x,y)
...but, on a chance I decided to try comma separated expression to see if they were atomic...
x,y = x+y, x-y
...and it worked. The second half of the expression is evaluated without considering the update to the values made by the first half. It works as calculate, calculate, assign, assign. It made me so happy.
Now this may seem like bread and butter coding to some of you. And some of you may look down on me for not knowing all of the nuance of the language I am using (and probably rightly so) but this made me really happy and I thought I'd share in case any of you might enjoy seeing this.
(edit: typos, tidying for clarity, and some auto-uncorrect of code samples)
https://redd.it/1jua53j
@r_lua
Just wanted to share something simple that gave me joy.
I've used comma separated assignments before but only in a very limited way. If I have two values I need to return from a function I'll return them as comma separated values so I'll assign them like this:
x,y = somefunction(somevalue)
And that has been the extent of how I have used them.
But yesterday I had a programming problem such that two variables needed to be updated atomically. Something akin to (but more complicated than):
--to be done atomically
x=x+y
y=x-y
Now I obviously can't write it like that as by the time I get to the second line, x is no longer the value it needs to be.
I could write something like...
local oldx=x
x=x+y
y=oldx-y
...but that's really ugly. I could hide the ugly in a function...
x,y = update(x,y)
...but, on a chance I decided to try comma separated expression to see if they were atomic...
x,y = x+y, x-y
...and it worked. The second half of the expression is evaluated without considering the update to the values made by the first half. It works as calculate, calculate, assign, assign. It made me so happy.
Now this may seem like bread and butter coding to some of you. And some of you may look down on me for not knowing all of the nuance of the language I am using (and probably rightly so) but this made me really happy and I thought I'd share in case any of you might enjoy seeing this.
(edit: typos, tidying for clarity, and some auto-uncorrect of code samples)
https://redd.it/1jua53j
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Writing Better Shell Scripts with Lua
https://levelup.gitconnected.com/writing-better-shell-noscripts-with-lua-6a3155256e5f?sk=19365d4ddf3cfd3c5ea3a0a94496c45c
https://redd.it/1jv65ck
@r_lua
https://levelup.gitconnected.com/writing-better-shell-noscripts-with-lua-6a3155256e5f?sk=19365d4ddf3cfd3c5ea3a0a94496c45c
https://redd.it/1jv65ck
@r_lua
Medium
Writing Better Shell Scripts with Lua
A new way to write modern, readable, clean shell noscripts by avoiding traditional shell languages
Confused about luajit 64 bit integer support
When I google luajit 64 bit integer support the results say that luajit only supports 32 bit integers. However, I discovered luajit has LL and ULL types. Are these not 64 bit integers?
Would anyone be willing to clear up this confusion for me?
Thanks!
https://redd.it/1jv6juh
@r_lua
When I google luajit 64 bit integer support the results say that luajit only supports 32 bit integers. However, I discovered luajit has LL and ULL types. Are these not 64 bit integers?
Would anyone be willing to clear up this confusion for me?
Thanks!
https://redd.it/1jv6juh
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
What's the most correct / safe way to produce Lua code?
I write addons in a restricted version of Lua 5.3 for a game. I have previously had many difficult to track down bugs that come from Lua being a dynamic language, and from me coding in a poor runtime environment.
Expanding on the problem
Just about nothing I get values from or give values to in my runtime environment will warn me or error if unexpected types are present, and adding manual type checking everywhere is clunky.
Sometimes, I will not get error messages when my noscript has crashed.
To reiterate, the game uses Lua 5.3, so I need support for it. I do not have access to some things in the runtime environment, notably metatables, dofile, loadfile, load, and os, coroutine, and io tables.
I do not control the runtime environment I code for unfortunately.
What I want to do
I want to produce Lua code with as many guarantees as possible, as many things locked down as possible. Typed functions, typed variables, static types, more specific types (e.g. enums), immutability, anything I can get. Optimally mostly at compile time, or just without a notable runtime penalty.
My two known contenders:
\- Write regular Lua code, with LuaCATS annotations from LuaLS.
\- Write in Teal, compile to Lua
I'm bummed about every type in Teal being
local function add(a: number,b: number): number
return a+b
end
add(nil,nil)
I have heard the type system in LuaLS can at times catch less things than Teal? I've been learning to use both of these, but I'm new to them.
Any thoughts about this? Anything else I should consider trying? I briefly considered making my own Lua version, but stopped when I realized how much work it would be.
https://redd.it/1jvek1t
@r_lua
I write addons in a restricted version of Lua 5.3 for a game. I have previously had many difficult to track down bugs that come from Lua being a dynamic language, and from me coding in a poor runtime environment.
Expanding on the problem
Just about nothing I get values from or give values to in my runtime environment will warn me or error if unexpected types are present, and adding manual type checking everywhere is clunky.
Sometimes, I will not get error messages when my noscript has crashed.
To reiterate, the game uses Lua 5.3, so I need support for it. I do not have access to some things in the runtime environment, notably metatables, dofile, loadfile, load, and os, coroutine, and io tables.
I do not control the runtime environment I code for unfortunately.
What I want to do
I want to produce Lua code with as many guarantees as possible, as many things locked down as possible. Typed functions, typed variables, static types, more specific types (e.g. enums), immutability, anything I can get. Optimally mostly at compile time, or just without a notable runtime penalty.
My two known contenders:
\- Write regular Lua code, with LuaCATS annotations from LuaLS.
\- Write in Teal, compile to Lua
I'm bummed about every type in Teal being
T | nil, and have to be honest and say that it strongly discourages me from wanting to use it, since something could be nil and I would have no warning about it. As an example, the following Teal code has no errors when checking, but crashes immediately upon runtime.local function add(a: number,b: number): number
return a+b
end
add(nil,nil)
I have heard the type system in LuaLS can at times catch less things than Teal? I've been learning to use both of these, but I'm new to them.
Any thoughts about this? Anything else I should consider trying? I briefly considered making my own Lua version, but stopped when I realized how much work it would be.
https://redd.it/1jvek1t
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Logitech Lua noscript does not stop running need help
Hi Guys,
I used ChatGPT to write below noscript for me to randomly select a key to press from a list with G5 being the start button and G4 being the stop button.
This noscript will run as intended but the noscript will not stop when G4 is pressed.
I have to keep clicking G4 for a millions times and sometime it will stop if I am lucy, but most of the time I will have to kill the entire G hub program to stop the program.
Can someone please help, I just need a reliable stop function to the noscript.
GPT is not able to fix the issue after many tries.
-- Define the keys to choose from
local keys = {"1", "2", "4", "5","home", "v", "lshift","u", "i", "p", "k", "f2", "a","8","f5","f9","f10","l"}
local running = false
function OnEvent(event, arg)
if event == "MOUSEBUTTONPRESSED" and arg == 5 then
running = true
OutputLogMessage("Script started. Press G4 to stop.\n")
-- Start the key press loop
while running do
-- Randomly select a key from the keys table
local randomKey = keysmath.random(1, #keys)
-- Simulate the key press
PressAndReleaseKey(randomKey)
OutputLogMessage("Key Pressed: " .. randomKey .. "\n")
Sleep(1000)
PressAndReleaseKey(randomKey)
OutputLogMessage("Key Pressed: " .. randomKey .. "\n")
-- Short sleep to yield control, allowing for responsiveness
Sleep(5000) -- This keeps the loop from consuming too much CPU power
-- Check for the G4 button to stop the noscript
if IsMouseButtonPressed(4) then
running = false
OutputLogMessage("Stopping noscript...\n")
break -- Exit the loop immediately
end
end
elseif event == "MOUSEBUTTONPRESSED" and arg == 4 then
if running then
running = false -- Ensure running is set to false
OutputLogMessage("G4 Pressed: Stopping noscript...\n")
end
end
end
https://redd.it/1jviwe9
@r_lua
Hi Guys,
I used ChatGPT to write below noscript for me to randomly select a key to press from a list with G5 being the start button and G4 being the stop button.
This noscript will run as intended but the noscript will not stop when G4 is pressed.
I have to keep clicking G4 for a millions times and sometime it will stop if I am lucy, but most of the time I will have to kill the entire G hub program to stop the program.
Can someone please help, I just need a reliable stop function to the noscript.
GPT is not able to fix the issue after many tries.
-- Define the keys to choose from
local keys = {"1", "2", "4", "5","home", "v", "lshift","u", "i", "p", "k", "f2", "a","8","f5","f9","f10","l"}
local running = false
function OnEvent(event, arg)
if event == "MOUSEBUTTONPRESSED" and arg == 5 then
running = true
OutputLogMessage("Script started. Press G4 to stop.\n")
-- Start the key press loop
while running do
-- Randomly select a key from the keys table
local randomKey = keysmath.random(1, #keys)
-- Simulate the key press
PressAndReleaseKey(randomKey)
OutputLogMessage("Key Pressed: " .. randomKey .. "\n")
Sleep(1000)
PressAndReleaseKey(randomKey)
OutputLogMessage("Key Pressed: " .. randomKey .. "\n")
-- Short sleep to yield control, allowing for responsiveness
Sleep(5000) -- This keeps the loop from consuming too much CPU power
-- Check for the G4 button to stop the noscript
if IsMouseButtonPressed(4) then
running = false
OutputLogMessage("Stopping noscript...\n")
break -- Exit the loop immediately
end
end
elseif event == "MOUSEBUTTONPRESSED" and arg == 4 then
if running then
running = false -- Ensure running is set to false
OutputLogMessage("G4 Pressed: Stopping noscript...\n")
end
end
end
https://redd.it/1jviwe9
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
`lulu` -- Another Lua Utility Library
# lulu
`lulu` is a small collection of Lua utility modules and classes.
It includes a full-featured `Array` class, an `Enum` class, and a variety of other utility functions and extensions. It also includes a copy of [`scribe`](https://nessan.github.io/scribe), a Lua module for formatted output that gracefully handles Lua tables.
Everyone creates one of these little libraries. This one has a comprehensive long-form [documentation site](https://nessan.github.io/lulu) built using [Quarto](https://quarto.org/).
The code is available [here](https://github.com/nessan/lulu).
# Available Modules
|Module|Purpose|
|:-|:-|
|`lulu.Array`|A full-featured `Array` class for Lua.|
|`lulu.Enum`|An `Enum` class for Lua.|
|`lulu.callable`|Builds "anonymous" functions from strings, etc., a la Penlight.|
|`lulu.messages`|Informational and error messages that are used throughout `lulu`.|
|`lulu.scribe`|Converts Lua objects to strings. Gracefully handles recursive and shared tables.|
|`lulu.table`|Lua `table` extensions that work on *any* table.|
|`lulu.string`|Lua `string` extensions that are added to all string objects.|
|`lulu.xpeg`|An extended `lpeg` module with predefined patterns and useful functions.|
|`lulu.paths`|Some rudimentary path query methods.|
|`lulu.types`|Type-checking methods.|
# Installation
`lulu` has no dependencies. Copy the `lulu` directory and start using it.
Released versions of `lulu` will be uploaded to [LuaRocks](https://luarocks.org), so you should be able to install the library using the following:
luarocks install lulu
# Usage
Assuming your path allows it, you can `require('lulu.lulu')` and have access to all the modules:
require('lulu.lulu')
ENUM 'Suit' {
Clubs = { abbrev = 'C', color = 'black', icon = '♣', },
Diamonds = { abbrev = 'D', color = 'red', icon = '♦', },
Hearts = { abbrev = 'H', color = 'red', icon = '♥', },
Spades = { abbrev = 'S', color = 'black', icon = '♠', }
}
scribe.putln("%T", Suit)
That will output:
Suit:
[1] Clubs = { abbrev = "C", color = "black", icon = "♣" },
[2] Diamonds = { abbrev = "D", color = "red", icon = "♦" },
[3] Hearts = { abbrev = "H", color = "red", icon = "♥" },
[4] Spades = { abbrev = "S", color = "black", icon = "♠" }
Alternatively, you can access the modules individually:
local scribe = require('lulu.scribe')
local Array = require('lulu.Array')
local array = Array(1, 2, 3)
array:transform("*", 10)
scribe.putln("array = %t", array)
This will output `array = [ 10, 20, 30 ]`.
# Acknowledgements
This library owes a lot to [Penlight](https://github.com/lunarmodules/Penlight) and the many questions answered over the years on sites like StackOverflow and Reddit.
https://redd.it/1jw0g3a
@r_lua
# lulu
`lulu` is a small collection of Lua utility modules and classes.
It includes a full-featured `Array` class, an `Enum` class, and a variety of other utility functions and extensions. It also includes a copy of [`scribe`](https://nessan.github.io/scribe), a Lua module for formatted output that gracefully handles Lua tables.
Everyone creates one of these little libraries. This one has a comprehensive long-form [documentation site](https://nessan.github.io/lulu) built using [Quarto](https://quarto.org/).
The code is available [here](https://github.com/nessan/lulu).
# Available Modules
|Module|Purpose|
|:-|:-|
|`lulu.Array`|A full-featured `Array` class for Lua.|
|`lulu.Enum`|An `Enum` class for Lua.|
|`lulu.callable`|Builds "anonymous" functions from strings, etc., a la Penlight.|
|`lulu.messages`|Informational and error messages that are used throughout `lulu`.|
|`lulu.scribe`|Converts Lua objects to strings. Gracefully handles recursive and shared tables.|
|`lulu.table`|Lua `table` extensions that work on *any* table.|
|`lulu.string`|Lua `string` extensions that are added to all string objects.|
|`lulu.xpeg`|An extended `lpeg` module with predefined patterns and useful functions.|
|`lulu.paths`|Some rudimentary path query methods.|
|`lulu.types`|Type-checking methods.|
# Installation
`lulu` has no dependencies. Copy the `lulu` directory and start using it.
Released versions of `lulu` will be uploaded to [LuaRocks](https://luarocks.org), so you should be able to install the library using the following:
luarocks install lulu
# Usage
Assuming your path allows it, you can `require('lulu.lulu')` and have access to all the modules:
require('lulu.lulu')
ENUM 'Suit' {
Clubs = { abbrev = 'C', color = 'black', icon = '♣', },
Diamonds = { abbrev = 'D', color = 'red', icon = '♦', },
Hearts = { abbrev = 'H', color = 'red', icon = '♥', },
Spades = { abbrev = 'S', color = 'black', icon = '♠', }
}
scribe.putln("%T", Suit)
That will output:
Suit:
[1] Clubs = { abbrev = "C", color = "black", icon = "♣" },
[2] Diamonds = { abbrev = "D", color = "red", icon = "♦" },
[3] Hearts = { abbrev = "H", color = "red", icon = "♥" },
[4] Spades = { abbrev = "S", color = "black", icon = "♠" }
Alternatively, you can access the modules individually:
local scribe = require('lulu.scribe')
local Array = require('lulu.Array')
local array = Array(1, 2, 3)
array:transform("*", 10)
scribe.putln("array = %t", array)
This will output `array = [ 10, 20, 30 ]`.
# Acknowledgements
This library owes a lot to [Penlight](https://github.com/lunarmodules/Penlight) and the many questions answered over the years on sites like StackOverflow and Reddit.
https://redd.it/1jw0g3a
@r_lua
Mobile LUA
Is there version of LUA for Androids? Or need to go via termux?
https://redd.it/1jw1s3c
@r_lua
Is there version of LUA for Androids? Or need to go via termux?
https://redd.it/1jw1s3c
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Killbrick
I wanna code like a custom killbrick for an obby in Roblox but oh my god Copilot is useless.
https://redd.it/1jwc8iu
@r_lua
I wanna code like a custom killbrick for an obby in Roblox but oh my god Copilot is useless.
https://redd.it/1jwc8iu
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Anyone know a good starting point?
I know literally nothing about coding, and the "tutorials" ive been searching up usually involve background knowledge i really don't have, anyone know what i should do to start out?
https://redd.it/1jwfya1
@r_lua
I know literally nothing about coding, and the "tutorials" ive been searching up usually involve background knowledge i really don't have, anyone know what i should do to start out?
https://redd.it/1jwfya1
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Venting - Lua vs C# for game development?
Ok, so I've posted a similar question in the "gamedev" subreddit asking why C# is much more popular than Lua when it comes to making games. A decade ago, whenever someone mentioned "Lua", you sort of instinctively knew they were making games. Lua has been integrated a lot into game engines for noscripting or into games for modding. Lua was also used as a standalone programming language to build games (latest indie hit being Balatro).
As someone who started with Python, Lua's simpliciy, performance and inter-operability with C makes the development experience smooth and satisfying. I prefer it much over C# due to C# being more heavy in features, features I don't always want, need or understand and my experience with Java in the past was bad (the worst being the boilerplate and how every piece of data has it's own class, meaning you need to go through many conversions and getters to get a simple boolean). I get it, C# is "more beautiful" than Java.
But lately C# seems to grow more and more and Lua seems to be forgotten, like, no more recommended or talked as much about. I know big part of it is because of Unity, but what else makes working in C# enjoyable? It can't be all about it being in Unity that even Godot adopted and Defold is attempting to do so too.
So as I said, I posted in the other sub, just to get downvoted big time and be given answers that, while I respect in terms knowledge fidelity, were sort of agressive. "You cant with Lua", "No types = garbage", stuff like that.'So I don't really get it. You could say I am venting now, and that is correct. But i'm more confused than anything.
If I were to respond to the critics brought to Lua, I would say people who use C# don't even use C# at it's full potential as a PL (that being their main reasoning, Lua is a noscripting language while C# is a full-blown PL), they are using it for noscripting in Unity and that comes with a lot of magic abstractions like function decorators which I dislike a lot. So in that scenario, it's like almost not relevant at all if you have type safety or not as long as you're a little disciplined and you have documented your code. Also, GDScript and UE's blueprint system were succesful so far, I don't see why C# is not just a "better" option, but "the must".
https://redd.it/1jwwkwu
@r_lua
Ok, so I've posted a similar question in the "gamedev" subreddit asking why C# is much more popular than Lua when it comes to making games. A decade ago, whenever someone mentioned "Lua", you sort of instinctively knew they were making games. Lua has been integrated a lot into game engines for noscripting or into games for modding. Lua was also used as a standalone programming language to build games (latest indie hit being Balatro).
As someone who started with Python, Lua's simpliciy, performance and inter-operability with C makes the development experience smooth and satisfying. I prefer it much over C# due to C# being more heavy in features, features I don't always want, need or understand and my experience with Java in the past was bad (the worst being the boilerplate and how every piece of data has it's own class, meaning you need to go through many conversions and getters to get a simple boolean). I get it, C# is "more beautiful" than Java.
But lately C# seems to grow more and more and Lua seems to be forgotten, like, no more recommended or talked as much about. I know big part of it is because of Unity, but what else makes working in C# enjoyable? It can't be all about it being in Unity that even Godot adopted and Defold is attempting to do so too.
So as I said, I posted in the other sub, just to get downvoted big time and be given answers that, while I respect in terms knowledge fidelity, were sort of agressive. "You cant with Lua", "No types = garbage", stuff like that.'So I don't really get it. You could say I am venting now, and that is correct. But i'm more confused than anything.
If I were to respond to the critics brought to Lua, I would say people who use C# don't even use C# at it's full potential as a PL (that being their main reasoning, Lua is a noscripting language while C# is a full-blown PL), they are using it for noscripting in Unity and that comes with a lot of magic abstractions like function decorators which I dislike a lot. So in that scenario, it's like almost not relevant at all if you have type safety or not as long as you're a little disciplined and you have documented your code. Also, GDScript and UE's blueprint system were succesful so far, I don't see why C# is not just a "better" option, but "the must".
https://redd.it/1jwwkwu
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
How do i learn faster
so, i’m a young teen and i wanted to know how to learn the advanced stuff of lua since i wanted to make a game since elementary school. I have my limits, first of all.. i have a boarding school and i only go home every other weekend and second, my boarding school barely lets us use the computers. So please, if you have any suggestions please tell me
https://redd.it/1jxf0jn
@r_lua
so, i’m a young teen and i wanted to know how to learn the advanced stuff of lua since i wanted to make a game since elementary school. I have my limits, first of all.. i have a boarding school and i only go home every other weekend and second, my boarding school barely lets us use the computers. So please, if you have any suggestions please tell me
https://redd.it/1jxf0jn
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Sites to learn Lua
Do you know any websites to learn Lua? I'm a Game Developer and I've already earned my certificate and I want to be a Lua Developer! Do you know any websites?
https://redd.it/1jxj07w
@r_lua
Do you know any websites to learn Lua? I'm a Game Developer and I've already earned my certificate and I want to be a Lua Developer! Do you know any websites?
https://redd.it/1jxj07w
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Lua IOS
Is there a way to write and run Lua code safely on IOS, but without Jailbreaking or other sketchy things?
https://redd.it/1jxnt4v
@r_lua
Is there a way to write and run Lua code safely on IOS, but without Jailbreaking or other sketchy things?
https://redd.it/1jxnt4v
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
Is "Programming in Lua" worth buying?
For a Game Developer who is going to program his game in Lua, is it worth buying the book "Programming in Lua"?
https://redd.it/1jxradz
@r_lua
For a Game Developer who is going to program his game in Lua, is it worth buying the book "Programming in Lua"?
https://redd.it/1jxradz
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
What happened to lua-users.org
I'm sorry if this is an otherwise well-known fact, but I couldn't find any information about what happened with lua-users.org(unsurprising, considering google is good at anything but searching).
the website is semi-up, with the forum and wiki missing from it.
what happened to it?
https://redd.it/1jyd1yd
@r_lua
I'm sorry if this is an otherwise well-known fact, but I couldn't find any information about what happened with lua-users.org(unsurprising, considering google is good at anything but searching).
the website is semi-up, with the forum and wiki missing from it.
what happened to it?
https://redd.it/1jyd1yd
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community
trying to start learning lua to make toblox mini games
idk hbow to start i know variables functions meaning loop and more but like idk how i start like what should i do after know the basics (variables etc ... ) can anyone help me with some suggetions and thank you !
https://redd.it/1jyjxyk
@r_lua
idk hbow to start i know variables functions meaning loop and more but like idk how i start like what should i do after know the basics (variables etc ... ) can anyone help me with some suggetions and thank you !
https://redd.it/1jyjxyk
@r_lua
Reddit
From the lua community on Reddit
Explore this post and more from the lua community