* a new postgres driver written in pure lua, should play nicer with luajit and and be available in more stages of nginx request cycle: https://github.com/leafo/pgmoon
* lots of other smaller changes
All of this code is in master I just need to write all the documentation for it, sigh.
The biggest site I've created with lapis is itch.io: http://itch.io it's currently 43,209 lines of code (excluding libraries).
I run it on a really crappy 10 dollar a month vps, memory and cpu usage is tiny. I've handled well over a million requests per day in the past with no issues. The app communicates with a lot of third party payment services over http in the server, because of the non-blocking nature of openresty throughput is not affected when these services are slow (eg. paypal).
We've started using openresty quite a bit in our shop. It's great for making certain things very fast. We looked at lapis, too, but it seems to be more than we need right now. Really, I'm afraid of doing too much complex development using a framework that doesn't provide you with an interactive debugger (like pdb).
Is there something out there that I'm not aware of? The following comment by the creator of openresty seems to indicate that there is not:
It's not something I've experimented with yet. Lua comes with a very low level debugger: http://www.lua.org/manual/5.1/manual.html#pdf-debug.debug but I haven't tried using it inside of an nginx worker. Because the workers are forked you don't have immediate access to their standard in.
It's an early work, but you can set breakpoints, step through the code, run ngx commands remotely, inspect stack/variables, and do all the things you'd expect from an interactive debugger. I included a screenshot in the blog post.
I'm interested in getting it to work with moonscript/lapis as well, but ran into issues with mapping source code information between moonscript and lua from the debugger.
Kinda surprised seeing this here. I made this project 2 years ago and haven't updated it since. It was an interesting proof of concept, but I only took it far enough to run a couple of my games. The only takeaway was that I was really disappointed with the performance of native client OpenGL.
The modern version of Love supports OpenGL ES though so a rewrite like this isn't required, a better approach would just be to try to compile Love.
If you want to see more cool stuff I've done with Lua:
Hi Leafo I have tried to get in touch a couple of times. Question: Does Moonscript have coroutines ? In case it doesnt, is there a way to use Lua's coroutines together with Moonscript ? In case it does, could you point me to the syntax, couldnt find it in the docs.
Sorry, I can no longer edit my comment above. You just use Lua coroutines.
For people unfamiliar with Lua coroutines, there is no extra syntax for them. There are functions coroutine.create, coroutine.resume, and coroutine.yield. They do about what you'd expect them to do. If you're familiar with greenlet, the first function is greenlet() and the second two functions do the job of greenlet.switch().