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"Nelua is a systems programming language for performance sensitive applications, like real-time applications and game engines. Its syntax and semantics are similar to Lua, but its garbage collection is optional, it provides optional type notations, and it is free from an interpreter. Nelua uses ahead-of-time compilation to generate optimized native binaries. It is metaprogrammable at compile-time using Lua and it is simple and easy to use."

This seems to mean that you can't drop a Nelua script into a game/engine and use it. You have to compile the script and link with the game? Something with either an interpreted mode or runtime code generation seems more appropriate.




If you are interested, the README.md [1] explains everything in detail.

[1] https://github.com/edubart/nelua-lang#about


This part clears it up:

> The initial motivation for its creation was to replace C/C++ parts of projects which currently uses Lua with a language that has syntax and semantics similar to Lua, but allows for fine-grained performance optimizations and does not lose the ability to go low level, therefore unifying the syntax and semantics across both compiled and dynamic languages.

So it's ideal if you have an app written in (dynamic) Lua and use Nelua for AOT parts to speed it up.




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