Lua client side scripting for second life

Cristiano

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Wow, that is potentially a big deal.
 
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Noodles

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Neat.

Also,.... Yay.... Another language to learn....
 
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Innula Zenovka

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As I understand it, the first stage is to create a Luau (as opposed to Lua) library and backend that replicates all existing LSL functions and events. The ability to write code directly in Luau is some way away, and we'll be able to continue to use LSL for the foreseeable future, though we'll need to use Lua/Luau to use arrays and other functionality LSL lacks.
 

Cristiano

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As I understand it, the first stage is to create a Luau (as opposed to Lua) library and backend that replicates all existing LSL functions and events. The ability to write code directly in Luau is some way away, and we'll be able to continue to use LSL for the foreseeable future, though we'll need to use Lua/Luau to use arrays and other functionality LSL lacks.
Luau is to Lua what Typescript is to Javascript. I am curious why they are choosing it in particular.
 

mikka

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I thought Cool VL already did this. Lua is ok. One java-esque wossname is pretty similar to another. Could be fun
Ah ok so its a pointless 'port the stuff to make stuff first' checkbox so we can say we haz tried on the CV.. =^^= Should have read first. Yeah cannot wait for an additional 25 meg 'runtime' - per door script - to be added hihi
 

Bartholomew Gallacher

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Lua is famous for being very light on the runtime side - it's below a little bit more above 1 MB.
 

Innula Zenovka

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Luau is to Lua what Typescript is to Javascript. I am curious why they are choosing it in particular.
I'm hardly an expert in these matters but, again, from what I'm told, it seems that SL imposes particular requirements -- particularly that any resident can compile scripts in-world with results that are immediately visible to all residents on the region, and that scripted objects can move from one region/simulator to another while preserving their script state unless they're explicitly told to reset on rez/region change -- that narrow the available choices quite considerably.
 

Noodles

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I wonder if this could be used for things LSL can't do.

I would love to be able to run scripts that change body sliders.
 

Cristiano

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I wonder if this could be used for things LSL can't do.

I would love to be able to run scripts that change body sliders.
The thing is, that is not some inherent limitation of LSL, it is just that there is no function to allow that. I suppose if this is somehow structured completely different in terms of how it exposes functionality to being scripted, then maybe, but otherwise, Lua would run into the same issues.
 

Noodles

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The thing is, that is not some inherent limitation of LSL, it is just that there is no function to allow that. I suppose if this is somehow structured completely different in terms of how it exposes functionality to being scripted, then maybe, but otherwise, Lua would run into the same issues.
This Lua thing sounded like it's more client side though, so I wasn't sure if it may have access to some things LSL doesn't in world.
 
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nebula

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It is going to be for client plug-ins and stuff, not a lsl replacement, and probably you could use it to change sliders.
 

Cristiano

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This Lua thing sounded like it's more client side though, so I wasn't sure if it may have access to some things LSL doesn't in world.
Right, I get that, but ultimately your shape is an inventory item, so it is doing server side changes once you save. I do hope they allow scripting of a lot of stuff we can't do now, we will see. I am excited by the possibilities.
 

nebula

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From what I understand you can edit anything the client would do with lua, so doing shape sliders and stuff should be pretty easy. If it is as robust as I am hoping for, I will be making all kinds of tools with it and any tools I make will be open source because I was a griefer like 16 years ago and I don't expect anyone to just trust me bro.
 
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Noodles

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From what I understand you can edit anything the client would do with lua, so doing shape sliders and stuff should be pretty easy. If it is as robust as I am hoping for, I will be making all kinds of tools with it and any tools I make will be open source because I was a griefer like 16 years ago and I don't expect anyone to just trust me bro.
That was kind of my thought, since it's client side based. If the viewer can do it, the script could do it.
 

Sid

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Fun time for the griefers ahead?
 
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Lua is famous for being very light on the runtime side - it's below a little bit more above 1 MB.
LOL.

I had to fit a pascal-like interpreter into the about 12k give or take left over at the end of the real-time control system on an 8-bit RTU. Including the parser, token compiler, and runtime. You should be able to fit *anything* into 1MB.

On the security side, I'm hoping this is *not* downloaded to the client from in-world assets. That would be really hard to secure.
 

Cristiano

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Fun time for the griefers ahead?
SL has certainly not been without its security exploits and griefing issues, but I am hopeful that they will take a measured approach to this. It has tremendous potential, but only if they implement it well and securely. LL is not always known for doing either. Still, I am optimistic because I am silly like that.
 

Sid

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if they implement it well
Not exactly the standard procedure of Linden Lab, is it?
They normally use their infamous Half Arsed And Call It A Day Implementation™ routine. Is there any reason to believe this time it will be different?

IMHO: Bumpy road ahead for Second Life, before they get it right, IF they get it right.