Re:Lua, a Misunderstood Language
by andrewmcwatters on Friday January 15, 2021 @05:21PM
(#25797320)
Thanks for linking my article. I went on to go build Half-Life 2: Sandbox as an open-source competitor to Garry's Mod, and later Planimeter's Grid Engine, which is also based on LÖVE.[1]
Lua was mine too, also via games. I’d installed custom firmware on my PSP and after getting my fill of emulators and rampant piracy, I wanted to see if I could make a game. Getting the C-based toolchain working was far beyond 12yo me at the time, but there was a “Lua Player” homebrew application that would load scripts off the memory stick.
I didn’t get far with it and to be honest I remember very little, but it did set me off down the rabbit hole of learning to program, and now it’s both my career and a big passion.
I didn't even really think of it as programming at the time. You start by just changing constants, like what if we make gravity = 2 instead of 9.8 m/s2? And then build up from there. I think is what a lot of these educational programming games try to replicate today.
After a while, I got confident enough to the point of trying to do things in LÖVE, which is a free and open-source 2D game engine that uses Lua [2]. What I learned there is the reason why I eventually studied computer science in college. That said, when I return to Lua, it feels a bit limited, but I suppose that's the point! I never really questioned it at the time.
"Lua is not object-oriented. That is it." Laughed out loud when I read this. It was funny to learn programming without the concept of classes, and then realize that Lua is the exception, not the rule.
[1] https://developer.valvesoftware.com/wiki/Embedding_Lua_in_th... [2] https://love2d.org/