For the uninformed, I am of course talking about the programming language Lua.

Recently I have been working on my Lua-based framework, for creating games and applications for iPhone. Yesterday I submitted my first application which uses the framework to App store. The whole application is written in Lua. You can check the Lua source code for the application here.

I have been working on the framework for weeks, but I wrote the Lua code for the application in just one day. The application is not very complicated, but Lua shows its potential compared to Objective-C, when you need to get iPhone apps done quickly. The more I improve the framework, the easier it is for me to write those application in Lua, because writing the application logic and adding a user interface is quite simple compared to writing everything from scratch with Objective-C.

The reasons for choosing and using Lua for iPhone applications were pretty obvious for me. It is written in ANSI-C, which means that I can just take the Lua source code and compile it with rest of my framework. Lua’s licensing model, MIT license, allows me to do anything with Lua. Lua is also quite compact. The binary size will only grow by a couple of hundred kilobytes, which makes it really light. It is also quite fast compared to other scripting languages and the memory usage is not too bad. I haven’t done any heavy calculations in my applications yet, but if I ever need to that, I can move the heavy processing to the Objective-C side.

Where Lua really shines, and what is was actually designed for, is that it is probably the best language for embedding and extending other parts of the software written in C, C++ or Objective-C. Once you understand the Lua stack model, adding functionality to Lua is very easy. It is almost as easy as calling functions directly. Only thing that you need to do is to get the arguments from the stack, which is very easy.

Lua is actually a very powerful and flexible language, because it has metatables and support for closures. You can do a lot with these features. I am currently working on two-player Tetris clone, and I can forward function calls automatically to the other player with this piece of code:

function create_peer_opponent(page_name) local opponent = {} local mt = {__index = function(table, key) function remote_call(...) local str = page_name .. "." .. key .. "(" for k, v in pairs({...}) do str = str .. tostring(v) .. ", " end str = str .. "nil)" ui.rpc_call(head_to_head, str) end return remote_call end} setmetatable(opponent, mt) return opponent end

After creating the peer opponent, the rest of the code does not need to know if the opponent is a local AI opponent or a remote human opponent. The function calls will end up in the correct place automatically.

Of course, everything I want to do from Lua needs to be wrapped in the framework. Fortunately Objective-C is actually quite dynamic language, and the reflection support is pretty good. I might be able to leverage the reflection mechanisms to automatically create and use Objective-C objects from Lua, but I don’t know yet if it actually is possible or does it make any sense.

Another nice thing about writing the game logic in a scripted language is that I can implement the framework on other platforms, e.g., on Android, and use the same Lua code for the game. The platforms are not limited to mobile platforms; basically anything that has support C supports Lua.

If anyone is interested in using the framework, just let me know, and I might actually open source it.