Update
[+] Updated parser
[+] Added interpreter
Decided to do a quick test, Luai vs vLua. Here’s the results:
Luai: 0.0007014274597168
vLua: 0.0044927597045898
[+] Updated parser
[+] Added interpreter
Decided to do a quick test, Luai vs vLua. Here’s the results:
Luai: 0.0007014274597168
vLua: 0.0044927597045898
the e-05 in the loadstring time actually means 0.00001 so loadstring is actually over 100x faster than LuaI
I removed that, but loadstring is exploitable so this is a better alternative, even with its limited functions.
Well, could you possibly write some grammar and standards for it?
Hard to know what’s there and what to use without a set standard or definition of namespaces, keywords, and functions in the language.
For example:
It explains how you would build a function, string, number, negative (unary), etc, etc
An example:
printStatement -> "out" expression ";"
--translates to
out(1); -- prints "1"
Luau has this in their source code (look in Parser.cpp):
If statement
While and Repeat loops
And a little bit of information:
Anyways, nice job on this, continue doing what you’re doing
Thanks, but it’s like loadstring. Refer to the Luau syntax.
Could you change this then if it’s related to Luau’s grammar and syntax?
Looks kind of like a mix of JavaScript and Java, so I mentioned setting a standard and giving more context on the grammar.
My bad, I recently changed the keywords of it.
Sorry for bumping. But this seems like a great alternative to vLua! I’m gonna use this.
This is an underrated module.
Thanks for the feedback! I’ve paused this project as I work on writing a programming language in C so I can fully understand the concept of language design (500 unfinished projects is the developer life lmao). Once I finish that, I’ll continue developing this.
Is there a way to stop the code from accessing the game itself?