I used to use Lua and later LuaJIT in Lumix Engine. I switched to Luau because of its type system. However, it's apparent it was not meant to be used outside Roblox, as it has many rough corners. The documentation is not great, and the community is basically nonexistent - I got zero results when searching for any issues I encountered. Also, it's huge compared to Lua or LuaJIT, causing my project to compile 7x slower. The API is not great (e.g., an async API that blocks, using STL in the API, leaking STL headers). I encounter bugs with analysis/LSP often. Overall, I consider moving away from it.
fasteo · 1h ago
>>> Luau interpreter can be competitive with LuaJIT interpreter depending on the program
To me, this is the more interesting bit of luau
The performance page[1] contains a pretty good explanation of the work they have done. Pretty impressive engineering if you ask me.
Luau seems to be significantly more complex than Lua - I'm not sure it can still be called "small". Looking at the relative size of the implementations: Luau's is 120,000 lines of C++ [0], an order of magnitude larger than Lua 5.1's 14,000 lines of C.
But I think that complexity is unavoidable for a gradually- or statically-typed language. Any language with a reasonably-complete type system is inevitably going to be much more complex than a dynamically-typed scripting language.
[0] Counting *.cpp files in the "Analysis", "AST", "Compiler" and "VM" directories
thomasmg · 1h ago
I fully agree. Lua and Luau are impressive, sure, but they are not really "small" or "simple", in my view. I don't think the complexity is unavoidable however. There are many programming languages that are much simpler, but at the same time very expressive. I'm working on one of them currently named "Bau" [1], and I started working on a Lua-inspired VM [2] for a subset of this language. There are many languages like mine, most of them incomplete and not really popular, discussed in [3].
To further elaborate, here's a more detailed breakdown of tokei's line counts for each of the directories you list + the CodeGen directory:
- Analysis: 62821 lines of C++ code, 9254 lines of C headers
- Ast: 8444 lines of C++, 2582 lines of C headers
- CodeGen: 21678 lines of C++, 4456 lines of C headers
- Compiler: 7890 lines of C++, 542 lines of C headers
- VM: 16318 lines of code, 1384 lines of C headers
Compare to Lua 5.1, which tokei says has 11104 lines of C and 1951 lines of C headers in the src/ directory.
HaroldCindy · 34m ago
To be fair, both `Analysis` (the type-checker, not necessary at runtime or compile time) and `CodeGen` (the optional JIT engine) have no equivalent in PUC-Rio Lua.
If you look purely at the VM and things necessary to compile bytecode (AST, Compiler and VM) then the difference in code size isn't as stark.
Having worked with both Lua 5.1 and Luau VM code, Luau's codebase is a heck of a lot nicer to work on than the official Lua implementation even if it is more complex in performance-sensitive places. I have mixed feelings on the structural typing implementation, but the VM itself is quite good.
ngrilly · 2h ago
I learned about Luau via my 13 years old who is looking into Roblox Studio. That's how I ended up visiting luau.org and I'm quite impressed by Roblox's engineering on this.
DashAnimal · 1h ago
Arseny Kapoulkine is an amazing engineer. Highly recommend following his blog or social media. Other than working on luau and the rendering engine at Roblox, he's also responsible for meshoptimizer which if you're in graphics you've most definitely heard of, and volk, which now comes packaged with the Vulkan SDK.
eel · 1h ago
It's a shame that Lua did not evolve in a more backwards-compatible manner. In addition to Roblox, lots of others projects started adopting Lua 5.1 as a scripting language in the late 00s. Lua itself is now at 5.4, but it did not keep backwards compatibility. LuaJIT and related projects pretty much only support 5.1. It's similar to the situation Python had with 2.x/3.x, except that the majority of Lua users I am aware of are preferring to stay with the older 5.1.
giraffe_lady · 1h ago
It's hard to get reliable numbers on this but I believe 5.1 and 5.2 are both more popular than 5.4 which has been out for five years now. And I don't think 5.3 ever surpassed either of them. I'm not sure about luajit it gets a lot of attention but I don't see it around all that much.
thrance · 1h ago
I think it's even worse than that, luau and luaJIT have evolved in different directions than the official lua project, such that they are now all sublty incompatible with each others. They all branch from lua 5.1 but it feels like there isn't an offical standard anymore.
pansa2 · 2h ago
How does Luau compare to Teal [0], which is described similarly as a "statically-typed dialect of Lua"?
Teal compiles teal files into plain Lua just like TS does for JS. So all the advantages and disadvantages apply.
Luau is a backwards compatible superset of Lua that comes with it's own performance-tuned runtime. It offers more than just gradual typing.
So they are very different things. You can use Teal in cases when you don't control the runtime. Like write a Love2d game or your neovim config in it. Anywhere where Lua runs, you can use teal.
On the other hand Luau can offer superior developer experience because you don't have a separate compile step. They can do a lot more things that are impossible with teal as they have their own runtime and types do not get erased by compiling.
Scaevolus · 2h ago
Teal transpiles to Lua, but Luau is a fork of Lua. Luau can implement wider ranging changes, like improving interpreter performance and security or adding syntactic sugar.
Roblox has a market cap near $100B and has multiple developers working full-time on Luau.
pull_my_finger · 1h ago
I know everyone hates bringing up naming conflicts, but I'm just going to say I think it's pretty lame to name a language so deeply inspired by another language, a name that is also insanely close to said language. Even the logo... I mean there's paying homage, then there's whatever this is.
guipsp · 53m ago
Luau was named Luau before Luau was a different language
Ciantic · 2h ago
Typed Lua is something I've always wanted, but writing a very comprehensive type-checker and LSP for another dynamic language is pretty difficult. All dynamic languages have similar problems to those TypeScript encountered, as most dynamic languages have a sort of structural typing in the form of dictionaries or objects.
I do wonder if we could reuse TypeScript in other dynamic languages.
Transform Luau to a subset of TypeScript, check with tsc, transform errors and results back to Luau. In the same way, one could reuse a TypeScript language server. This way of utilising TypeScript's engine could jump-start many other type checkers for other dynamic languages.
deviaze · 59m ago
Luau already has Luau Language Server which works extremely well for vscode w/ nvim & zed support as well. It surfaces Luau's own diagnostics w/ autocomplete, strict type checking, etc., leading to a better DX (for me) than using Ruby or Python. I primarily use Luau as a shell scripting & general purpose programming language w/ my own runtime (ala node is to js) called seal. Many Roblox devs use a different (much more popular) runtime called Lune for Roblox CI/CD, unit & integration testing, etc.
cjbgkagh · 2h ago
Like a LLVM but for type systems instead of compilation / interpreters / JIT. I don’t see why that couldn’t work.
My thinking in this space has always started from a type inferred MetaLanguage but starting from a dynamic language does enable some interesting options. I tend not to touch dynamic languages, even going so far as to use transpilers, but I definitely would be more open to the idea of working with them if they had TypeScript level of gradual type checking and tool support. As you mention such a bidirectional transpiler would work I guess for things that don’t translate it could just give up and that’ll be part of the gradual typing aspect.
I would love to have TypeScripts type system on a Lua runtime, so I’ve been keeping an eye on Luau.
I had a pretty good experience with it while trying out Love2D.
Ciantic · 54m ago
That is one way.
What I meant was transpiling Luau (in memory or cached to disk) -> TypeScript -> typecheck with tsc -> take error outputs and line numbers -> transform back to Luau code via sourcemaps etc. This is potentially way easier than making your own checker for another structurally typed language.
User only sees Luau script in their editor, but it gets checked by TSC in the background.
Roblox might is such a big maker that they can re-invent the whole structural typing themselves, so they don't need to do that.
giraffe_lady · 1h ago
For all its success typescript demonstrates the downside of this approach. Like you said it's just difficult, and the end result of having every corner of the dynamic language expressible in the type system forces you into the most complex & novel type systems.
IMO a better approach is the one used by rescript and gleam. With a few careful restrictions of the target language you can fit it into a hindley-milner type system. These are extremely well understood, robust & usable, and give you a much smaller interface than the expansive turing complete one of TS.
I'm kind of surprised there's not an active project for a small ML language outputting lua code. I really wish gleam could pick it up as a third backend, it would be an amazing fit.
fithisux · 1h ago
It is an impressive achievement.
Unfortunately, there is not a Luau distribution of windows like Luarocks.
Eventually we may see something in this place.
The well known libraries, IUP, CD, IM have not been ported to Luau.
https://github.com/luau-lang/lute
To me, this is the more interesting bit of luau
The performance page[1] contains a pretty good explanation of the work they have done. Pretty impressive engineering if you ask me.
[1] https://luau.org/performance
But I think that complexity is unavoidable for a gradually- or statically-typed language. Any language with a reasonably-complete type system is inevitably going to be much more complex than a dynamically-typed scripting language.
[0] Counting *.cpp files in the "Analysis", "AST", "Compiler" and "VM" directories
[1] https://github.com/thomasmueller/bau-lang [2] https://github.com/thomasmueller/bau-lang/blob/main/src/test... [3] https://www.reddit.com/r/ProgrammingLanguages/
- Analysis: 62821 lines of C++ code, 9254 lines of C headers
- Ast: 8444 lines of C++, 2582 lines of C headers
- CodeGen: 21678 lines of C++, 4456 lines of C headers
- Compiler: 7890 lines of C++, 542 lines of C headers
- VM: 16318 lines of code, 1384 lines of C headers
Compare to Lua 5.1, which tokei says has 11104 lines of C and 1951 lines of C headers in the src/ directory.
If you look purely at the VM and things necessary to compile bytecode (AST, Compiler and VM) then the difference in code size isn't as stark.
Having worked with both Lua 5.1 and Luau VM code, Luau's codebase is a heck of a lot nicer to work on than the official Lua implementation even if it is more complex in performance-sensitive places. I have mixed feelings on the structural typing implementation, but the VM itself is quite good.
[0] https://teal-language.org/
Luau is a backwards compatible superset of Lua that comes with it's own performance-tuned runtime. It offers more than just gradual typing.
So they are very different things. You can use Teal in cases when you don't control the runtime. Like write a Love2d game or your neovim config in it. Anywhere where Lua runs, you can use teal.
On the other hand Luau can offer superior developer experience because you don't have a separate compile step. They can do a lot more things that are impossible with teal as they have their own runtime and types do not get erased by compiling.
Roblox has a market cap near $100B and has multiple developers working full-time on Luau.
I do wonder if we could reuse TypeScript in other dynamic languages.
Transform Luau to a subset of TypeScript, check with tsc, transform errors and results back to Luau. In the same way, one could reuse a TypeScript language server. This way of utilising TypeScript's engine could jump-start many other type checkers for other dynamic languages.
My thinking in this space has always started from a type inferred MetaLanguage but starting from a dynamic language does enable some interesting options. I tend not to touch dynamic languages, even going so far as to use transpilers, but I definitely would be more open to the idea of working with them if they had TypeScript level of gradual type checking and tool support. As you mention such a bidirectional transpiler would work I guess for things that don’t translate it could just give up and that’ll be part of the gradual typing aspect.
I would love to have TypeScripts type system on a Lua runtime, so I’ve been keeping an eye on Luau.
I had a pretty good experience with it while trying out Love2D.
What I meant was transpiling Luau (in memory or cached to disk) -> TypeScript -> typecheck with tsc -> take error outputs and line numbers -> transform back to Luau code via sourcemaps etc. This is potentially way easier than making your own checker for another structurally typed language.
User only sees Luau script in their editor, but it gets checked by TSC in the background.
Roblox might is such a big maker that they can re-invent the whole structural typing themselves, so they don't need to do that.
IMO a better approach is the one used by rescript and gleam. With a few careful restrictions of the target language you can fit it into a hindley-milner type system. These are extremely well understood, robust & usable, and give you a much smaller interface than the expansive turing complete one of TS.
I'm kind of surprised there's not an active project for a small ML language outputting lua code. I really wish gleam could pick it up as a third backend, it would be an amazing fit.
Unfortunately, there is not a Luau distribution of windows like Luarocks.
Eventually we may see something in this place.
The well known libraries, IUP, CD, IM have not been ported to Luau.
But code is Free Open Source, who knows.