There are other languages that take even less memory, are easier to move between platforms.
I think you will be hard pressed to name a language that satisfies that statement while still being a language that people want to code in. The Lua core is about 100 kilobytes. It is written in ‘clean C’ with almost no dependency on the C standard library. Almost nobody does that. When some people talk about portability, they might rattle off two platforms like Windows and Linux on x86. When Lua talks about portability, they literally mean anything that has a C compiler.
more knowledge and history
Lua is actually a little bit older than Java. A large part of the community that uses Lua tend to be language enthusiasts that know a lot of different languages and have a good perspective of things. Lua wasn’t created in the dark.
I’m not speaking for why Corona picked Lua because I wasn’t there, but Lua is and has-been the de-facto ultimate game scripting language for over a decade now. (Grim Fandango from LucasArts, 1998, is the first known commercial game use.) The majority of commercial games use Lua as their scripting language, and there isn’t even a close second (second place is usually ‘invented own scripting language for game’).
The developer who spearheaded Lua for Grim Fandango (and Escape from Monkey Island) has spoken publicly how Lua was adopted by them and how he did the ‘impossible’ of replacing the old SCUMMVM engine and accidentally inspired the entire game industry to also adopt Lua. His presentations are worth reading/listening to.
Also, Psychonauts has been very well documented and is worth reading/listening to. They are fairly representative of how the game industry uses Lua. Stats: 260,000 lines of C++, 400,000 lines of Lua, team of over 40 people.
(Both presented at the first Lua Workshop in 2005 and you might be able to find their recorded audio presentations. Incidentally, the Workshop was held at Adobe and they were working on Lightroom which is also built using a ton of Lua.)
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