Replies: 4 comments
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Sounds interesting, but I really don't think this would apply for something that is just an extension to Wiremod, maybe if this was a separate, bigger project like a fork of Wiremod I would be more open to this. And it's a hard no for Moonscript, it just looks really weird to me and looks like a lot of bloat in comparison to a lua implementation when I'm looking at https://github.com/TeamUlysses/ulx4/blob/master/moon/lib/tableshape.moon. It also seems to have no practical use besides for more "easy" object/class management, even if it is pretty easy to do with lua already. TypescriptToLua looks neat though. Also found more interesting ones here https://github.com/hengestone/lua-languages, includes C# to lua, Go to lua and a ton of obscure ones Edit: The only one I'd consider for now is wu, I'm kind of hooked on low-level like languages and I like how it behaves like Rust https://github.com/wu-lang/wu |
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Exploring CSharp.lua and wu... There is only 1 problem if we were to switch to a different language, the E2 DSL, lua files where |
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This is an interesting idea I'd like to explore (in future).
Garry's Mod addons use Lua language for scripting (technically LuaJIT, but that's irrelevant). But why stop there?
There's a branch of compilers that are able to read the source code (written in different language) and generate the code for the target language (in this case, Lua). Technically called "transpilers", more on Wiki.
What is even more exciting, it is that the community is aware of this and they already take advantage of it! 😄
For example, check out ULX 4, it uses MoonScript.
And there's more, check out Among Us (gamemode) which also uses MoonScript.
I haven't come across an addon which uses TypeScript yet.
While this would require a complete rewrite (more or less), there are a number of advantages to do this.
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