<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>dazzawazza</author><text>This is seriously cool but I really think we are losing our way in game development.&lt;p&gt;We used to create DSLs to make scripting of games simpler and less error prone... so that coders&amp;#x2F;designers could write Scripts&amp;#x2F;AI in a language better suited to the problems they face. It was sort of a side issue that is was a sandbox although that was really useful for lots of reasons.&lt;p&gt;Now we seem to be creating more and more complex toolchains while complaining that game development is getting more and more expensive. We&amp;#x27;re not solving the correct problems at all.&lt;p&gt;Oh well.</text><parent_chain></parent_chain></comment><story><title>Low-latency scripting for game engines</title><url>https://fwsgonzo.medium.com/an-introduction-to-low-latency-scripting-with-libriscv-ad0619edab40</url></story>
<instructions>Your goal is to analyze the following comment and estimate how highly it will be upvoted by the Hacker News community.</instructions><comment><author>gudzpoz</author><text>&amp;gt; ... but Lua still creates issues now and then. Like if you forget return, the return value is that of the last expression.&lt;p&gt;Is this true? Or was it true for some Lua 2.X versions? Because it does not seem to be the case for Lua 3.0 and on: [1]&lt;p&gt;&amp;gt; If control reaches the end of a function without a return instruction, then the function returns with no results.&lt;p&gt;As to the idea of using an emulator for scripting, it seems a bit similar to approaches using WebAssembly. But looking into the benchmarks [2] provided by libriscv, it is quite interesting to see it outperforms luajit and wasm3 (in its &amp;quot;hand-picked&amp;quot; tests, at the very least).&lt;p&gt;[1] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;www.lua.org&amp;#x2F;manual&amp;#x2F;3.0&amp;#x2F;manual.html&quot; rel=&quot;nofollow&quot;&gt;https:&amp;#x2F;&amp;#x2F;www.lua.org&amp;#x2F;manual&amp;#x2F;3.0&amp;#x2F;manual.html&lt;/a&gt;
[2] &lt;a href=&quot;https:&amp;#x2F;&amp;#x2F;github.com&amp;#x2F;fwsGonzo&amp;#x2F;libriscv?tab=readme-ov-file#benchmarks&quot;&gt;https:&amp;#x2F;&amp;#x2F;github.com&amp;#x2F;fwsGonzo&amp;#x2F;libriscv?tab=readme-ov-file#benc...&lt;/a&gt;</text><parent_chain></parent_chain></comment><story><title>Low-latency scripting for game engines</title><url>https://fwsgonzo.medium.com/an-introduction-to-low-latency-scripting-with-libriscv-ad0619edab40</url></story>