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std.lang walkthrough tutorials #5
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walkthroughs are here: https://github.com/zcaudate/foundation-base/tree/main/src-build/walkthrough |
I would like to know, how I can simply transpile from Clojure to Lua The README suggests this project can do much more, and I am slightly unsure, if transpiling is actually one of the features. I wanna target a Lua API |
The description should be changed to 'universal dsl' as opposed to 'transpiler'.
The library cannot convert standard clojure code to lua. It provides a dsl for which lua code can be written. Take a look at kmi.queue and tests for the namespace. There are examples of code that can be directly run on redis.
I hope this clarifies what the library does.
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From: ShalokShalom ***@***.***>
Sent: Monday, January 13, 2025 7:20:45 am
To: zcaudate-xyz/foundation-base ***@***.***>
Cc: Chris Zheng ***@***.***>; Author ***@***.***>
Subject: Re: [zcaudate-xyz/foundation-base] std.lang walkthrough tutorials (Issue #5)
I would like to know, how I can simply transpile from Clojure to Lua
The README suggests this project can do much more, and I am slightly unsure, if transpiling is actually one of the features.
I wanna target a Lua API
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Yeah, I agree that the word transpiler is misplaced here, thanks |
What are you looking to do with the lua api?
…________________________________
From: ShalokShalom ***@***.***>
Sent: Monday, January 13, 2025 7:53:18 AM
To: zcaudate-xyz/foundation-base ***@***.***>
Cc: Chris Zheng ***@***.***>; Author ***@***.***>
Subject: Re: [zcaudate-xyz/foundation-base] std.lang walkthrough tutorials (Issue #5)
Yeah, I agree that the word transpiler is misplaced here, thanks
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Programming a game engine |
You’re writing a game engine? Or writing a game?
Either way, I’d advise against the ‘standard’ clojure approach as immutable data structures can be costly in certain situations. Additionally, game engine runtimes also have custom libs, which is different from the standard lua libraries.
I wrote std.lang specifically to target embedded runtimes by giving the programmer the ability to evaluate code on these runtimes in editor (in the same way as clojure code). Depending on the engine, it may be possible to write a connector for it.
On Jan 13, 2025, at 08:16, ShalokShalom ***@***.***> wrote:
Programming a game engine
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Yes, I want to use it it as a scripting language. |
It might be worthwhile to have a look at the tests here as xtalk defines a set of functionality that are [cross-language] There's alot of functionality defined in xt.lang. This code transpiles to lua, js and python. this is an example of a generic connector that talks to a remote port (started on the runtime) |
Please give feedback, also how much depth should I go into the following:
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