Lua happens when you give game developers the idea to write an embeddable language rather than reinventing the wheel of custom languages with every game or every game engine. It's not the sexiest or the fanciest language, but for its narrow purposes, it kicks ass.
I always struggled and had to check library functions to do what I actually wanted, as they frequently didn't. That's partially why many Lua uses build their own standard libraries, and as a result the Lua user community is very fragmented.
As who wrote so many lines of Lua and even made a type checker for that at work... I think you need to explain which part of Lua do you miss. 'Cause many aspects of Lua come from being strictly embedded, which precluded many otherwise valid and better options.
I have never understood why anyone gives a flying f about openresty and lua.
Openresty is the most toxic, rude, entitled “community” I’ve ever experienced. And Lua is a garbage language stuck in the 1980s, used by people afflicted with NIH. Lua’s entire ecosystem is copy-n-paste hell.
I'm waiting for the X > Y flame war except when you need to do Z, where Y is an element of {Java, PHP}. (And to be fair, Hack is awesome in its realm except the tax barrier to entry is difficult/impossible to learn and acquire.)
Webserver centric DSLs have fallen by the wayside because it's limiting and pointless to pour -> too much <- application-layer/-level engineering into infrastructure-side engineering that can be more-or-less accomplished without it in performant backend application infrastructure using {C, C++, Rust, Go, Haskell, Erlang} or using cloud-native control-/data-plane configurability that makes it moot. The one of the keys to large-scale ops is striking a nuanced balance of engineering flexibility across the levels of both the application stacks and the network stacks.
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