An embeddable, deterministic, pure-Rust Lua VM with precise per-opcode instruction-cost accounting. No FFI, no system Lua dependency.
It's slower than reference Lua, but not dramatically so: roughly 2-4x behind lua5.4 / 5.5 on most workloads and ~2x on pairs iteration / pattern matching. LuaJIT is its own world - 18-30x faster than us on tight loops where its tracing JIT shines, much less on alloc/string/pattern work where we get within 3-4x. dellingr is fast enough for continuous bounded execution of a few kilobytes of Lua code to let a game run at several thousand FPS.
Run ./bench.sh to reproduce on your own host. Sample run on AMD Ryzen 9 5900X / Linux 7.0:
| bench | dellingr | vs lua5.5 | vs lua5.4 | vs lua5.2 | vs luajit |
|---|---|---|---|---|---|
numerics/arithmetic |
101ms | 3.93x | 3.99x | 2.80x | 23.17x |
iter/pairs |
88ms | 2.14x | 2.02x | 1.97x | 16.32x |
strings/patterns |
30ms | 1.70x | 1.67x | 1.62x | 2.55x |
tables/fill |
99ms | 3.90x | 3.28x | 2.43x | 6.72x |
strings/mixed |
38ms | 2.93x | 3.19x | 2.09x | 3.12x |
fields/same_obj_read |
115ms | 3.96x | 4.33x | 2.51x | 30.52x |
alloc/closure |
77ms | 2.05x | 1.99x | 1.67x | 2.55x |
benchmark (multi) |
168ms | 4.00x | 3.97x | 2.74x | 23.35x |
Built with LLMs. See LLM.md.
Designed for sandboxed embedding, not as a general-purpose Lua replacement. These Lua features are intentionally excluded:
- Integer division (
//), bitwise operators - Coroutines - no yield/resume; each callback runs to completion or budget
- IO/OS libraries - sandboxed environment, no filesystem or system access
- Debug library - no introspection of VM internals
pcall/xpcall,assert- no error recovery; errors kill the callbackgoto/labels - simplifies VM, prevents obfuscated control flowstring.rep,string.byte,string.char- Arithmetic/comparison/concat metamethods
- Long strings (
[[...]],[=[...]=])
Some of them might be added later, but behind a feature gate if so. The lack of the features above make the VM much more suitable for embedded use. Especially in games where the Lua scripting might be exposed to users. In those cases, these 3 string methods - for example - could be used to work around restrictions the game wants to put on the user.
There's a few gotchas with the current instruction-cost accounting. For example, while true do end is free, which means that a users Lua script could run forever. This is a known trade-off made in the full light of day - the main consumer of dellingr does not want to penalise the user (that is, subtract from their per-gametick budget) for structural semantics. Users should be encouraged to write more code, not less.
v0.2.0 is on crates.io. The public API (State, HostCallbacks,
RustFunc, cost analysis) is pre-1.0 and not yet stable -
breaking changes may land in any 0.x bump until 1.0.
[dependencies]
dellingr = "0.2"Engine(Send + Sync) - factory for compiling source intoPrograms and creatingStates. OneEngineper app, shared viaArc.Program(Send + Sync + Clone) - compiled bytecode handle. Compile once on the engine, load into many states withstate.load(&program).State(Send) - VM instance with cost-bounded execution. Movable across threads; pair withMutex<State>if you need to share one.Anchor(Copy + Send) - retain a Lua value (function, table, etc.) across host calls without using globals. State-scoped; cross-state misuse and use-after-release surface as errors, not silent corruption.HostCallbackstrait (: Send) - embedders redirectprint, hook errors, etc.RustFunc- expose Rust functions to Lua scripts.analyze_cost(orengine.analyze_cost(&program)) - static worst-case instruction count for a script.- Per-state user-data (
Send + 'static) for hanging embedder context off the VM.
The crate also ships a dellingr binary for running .lua files:
cargo run --release -- path/to/script.lua
cargo run --release -- --analyze path/to/script.lua
cargo run --release -- --limit 100000 path/to/script.luaInitially based on cjneidhart/lua-in-rust.
MIT - see LICENSE.