Lua, a Misunderstood Language (2021)
andregarzia.com
andregarzia.com
I feel so much more empowered with this workflow than anything else out there. It is like a persistent repl (though you do have to teach yourself how not to write infinite loops regularly). The setup is so much lighter weight than an lsp and is actually more responsive. Indeed, when I get feedback this frequently and quickly, I find that I have little need for more advanced features.
Eventually though, the lack of a type system does become a problem as refactoring becomes difficult. I also dislike some of the syntax. But there is a great solution to both of these problems: use Lua to write a compiler for a new language and fix those problems. That's what I did, so now I don't use Lua anymore. But without Lua, I don't think I would have gotten to where I am now.
The experiences that area builders have been able to create goes way beyond anything we envisioned - with 40 or so LUA functions integrated into the C codebase and basic access to rooms/objects/players and NPCs from Lua they have been able to make entire sub games.
I couldn't imagine trying to build a full application with Lua, but for this use case, it is perfect.
I don't want to cross the line into "advertising" but this thread is probably mostly done anyway so, we have a Discord now if you want to drop by and say hi without connecting to the game itself.
more discussion here:
The only problem I have with lua is 1-based indexing. I know it's addressed in the article, but I'm firmly with Dijkstra on this one. The article argues that "this is how humans think", but humans are, as a rule, incredibly imprecise
Some previous discussions: