Writing modules in Rust?

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burli
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Writing modules in Rust?

by burli » Mon Jan 02, 2017 10:00

Is it possible to write modules like a mapgen or other Mods in Rust? What are the requirements?
 

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Re: Writing modules in Rust?

by rubenwardy » Mon Jan 02, 2017 12:48

You either need to:

Rewrite the lua api cpp code in src/scripting/ to support multiple languages including Rust

or

Run Rust binaries from Lua: https://github.com/tomaka/hlua#creating-a-lua-module
 

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Re: Writing modules in Rust?

by burli » Mon Jan 02, 2017 13:22

rubenwardy wrote:You either need to:

Rewrite the lua api cpp code in src/scripting/ to support multiple languages including Rust

or

Run Rust binaries from Lua: https://github.com/tomaka/hlua#creating-a-lua-module


That's if I want to write a mod. And I'm not sure if this works because it is for Lua 5.2. Nothing about luajit so far


But what if I want to write a native mapgen, e.g. by replacing the Boilerplate Code with Rust?
 

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Re: Writing modules in Rust?

by rubenwardy » Mon Jan 02, 2017 13:26

 

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Re: Writing modules in Rust?

by burli » Mon Jan 02, 2017 15:29

Is the Boilerplate still valid code? Can't find any registerMapgen Function in the current dev
 

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Re: Writing modules in Rust?

by kaadmy » Sun Jan 08, 2017 20:42

Another language I've found recently is Wren (http://wren.io/). It's not as fast as Lua (without JIT), but it's simpler to use and has more refined syntax and layout that Lua/Rust IMO.
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Re: Writing modules in Rust?

by trev » Sat Jan 14, 2017 16:00

Wow. Wren looks like a cool language. The documentation doesn't seem finished, though. The section on the C API says "TODO", so I guess we're on our own there.
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Re: Writing modules in Rust?

by kaadmy » Sun Jan 15, 2017 01:16

The header file for the C-side API is commented nicely, it includes enough information to use it.
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Re: Writing modules in Rust?

by trev » Sun Jan 15, 2017 15:50

Oh, nice!
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