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_samt_
searching Neon…
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6 ms
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1.
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by
_samt_
2mo ago
Good catch, thanks. The release archive currently extracts directly into the working directory. I'll package future releases into a dedicated top-level directory to avoid cluttering the extraction location.
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by
_samt_
2mo ago
Yes that's it
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_samt_
2mo ago
Thank you! I'd be very interested in your feedback once you've had a chance to explore the codebase. Multi-platform GUI support is definitely something I'd like to see emerge through Clx binary modules and the C++ API. Feel f
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by
_samt_
2mo ago
Probably not today. Love.js is already a mature solution for running Love2D games in the browser through WebAssembly. Clx currently focuses on ahead-of-time compilation to native executables rather than web deployment. The idea I was referr
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by
_samt_
2mo ago
That's an interesting idea. Loading precompiled CLX modules is a different problem though. In theory, a native module could be loaded and executed with a restricted environment, similar to how Lua modules receive a specific `_ENV`. It&
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by
_samt_
2mo ago
That sounds like a very interesting use case! This is exactly the kind of scenario where I think third-party clx modules make sense: keep the core runtime portable and let platform-specific bindings live outside of it. A clx-objc (or metal-
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by
_samt_
2mo ago
That would be interesting! Since clx generates portable C++, targeting WebAssembly through Emscripten is theoretically possible. The challenge is that Love2D does not really expose its backend as a reusable library. A more natural fit could
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by
_samt_
2mo ago
Thanks! That's an interesting idea, but I'd probably lean towards a third-party clx module rather than adding Objective-C runtime support directly to clx. Since clx already exposes a C++ API and is able to link clx modules, projec
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_samt_
2mo ago
Thanks! - clx compiles directly from Lua source code. It has its own parser and C++20 code generator; it does not use Lua bytecode - The goal isn't necessarily to beat Lua, but some workloads benefit from the optimizations performed by
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by
_samt_
2mo ago
loadfile() isn't implemented in clx, and neither are the other dynamic code-loading features. Supporting them would require runtime code interpretation, which doesn't fit clx's current AOT model. Could that change one day? Ma
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_samt_
2mo ago
My bad ! There wasn't a strong reason to target C++20 specifically. I simply choose the latest standard available at the time as started experiments. In practice, the code generator doesn't rely heavily on C++20-only features, so
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_samt_
2mo ago
I wasn't familiar with Shedskin, I'll take a look ! The optimization I'm most proud of is native type specialization when possible, allowing many values to stay as int64_t or double instead of generic slow Lua values. As for
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by
_samt_
2mo ago
Yes, game development is one of the use cases I had in mind. Since Clx is fully ahead-of-time compiled, it avoids the JIT restrictions present on iOS and relies on the platform's normal native toolchain. But Clx currently only supports
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_samt_
2mo ago
Yes, Clx generates C++20. The main motivation wasn't a particular C++20 feature, but using GCC, Clang and MSVC as a portable optimization and code generation backend instead of LLVM or custom machine code generation. As for coroutines,
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Show HN: Clx – Compile Lua to Native Executables Through C++20
(github.com)
143 points
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_samt_
2mo ago
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32 comments
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_samt_
1y ago
I'm thrilled to announce the latest version of rtc, a standalone tool that compiles your Lua 5.4.8 scripts into native Windows .exe applications—no Makefile, no C compiler, and no Lua installation required. But here’s the real game-cha
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_samt_
1y ago
LuaRT extends Lua 5.4 -a language valued for its beginner-friendly syntax and simplicity- to create console and desktop applications on Windows. It includes runtime modules and tools to make development accessible for newcomers while suppor
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_samt_
2y ago
Maybe because Lua is an easy and interpreted programming language for beginners ? Maybe such a big solution is not needed for tiny sized projects ? Maybe we don't need fatty big executables for the ease of deployment ?
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_samt_
2y ago
I don't have tested this
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_samt_
2y ago
Thank you :) A Grid widget is planned
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_samt_
2y ago
Yes I have tested it several months ago, and it worked. Don't know now if it's still the case
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_samt_
2y ago
LuaRT is open source, maybe someone will make a MacOS port
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_samt_
2y ago
LuaRT will work on older versions. Latest UI feature (themes, HighDPI) won't work. But any feedback on older versions is welcome
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_samt_
2y ago
Thank you :)
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_samt_
2y ago
LuaRT encapsulates the Windows API around a think object oriented layer for Lua. All objects, properties and functions are organized with Lua modules
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_samt_
2y ago
I'm the main author of LuaRT. Yes LuaRT can automate Office apps through COM
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LuaRT 1.8.0 – open-source Windows programming framework for Lua
2 points
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_samt_
2y ago
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0 comments
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_samt_
3y ago
Main features: - Uses latest Lua 5.4.5 VM - The runtime is lightweight and does not rely on any other libraries - Desktop/console applications and x86/x64 binaries supported - A number of built-in modules are available, including
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Build Web Applications with Lua and MS Edge Webview2
(samyeyo.github.io)
2 points
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_samt_
4y ago
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0 comments
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_samt_
4y ago
LuaRT is a Windows-optimized runtime library and programming environment for Lua, with integrated development tools. This project aims to facilitate Lua programming by better integrating Lua with Windows operating systems. Main features : -
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