An embeddable, deterministic, pure-Rust Lua VM with precise per-opcode instruction-cost accounting. No FFI, no system Lua dependency.
Built with LLMs. See LLM.md.
It's slower than reference Lua, but not dramatically so: roughly 1.4-3.8x behind lua5.2 on representative workloads. LuaJIT is obviously in its own league. 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 ./scripts/bench.sh to reproduce on your own host. Sample run on AMD Ryzen 9 5900X / Linux 7.0:
| bench | dellingr | lua-rs | vs lua5.5 | vs lua5.4 | vs lua5.2 | vs luajit |
|---|---|---|---|---|---|---|
benchmark |
139ms | 104ms | 3.42x | 3.35x | 2.29x | 19.65x |
numerics/arithmetic |
92ms | 60ms | 3.63x | 3.53x | 2.59x | 21.30x |
numerics/constants * |
64ms | - | 6.50x | 6.48x | 5.64x | 23.15x |
iter/pairs |
61ms | 169ms | 1.49x | 1.40x | 1.38x | 11.41x |
tables/fill |
102ms | 64ms | 4.10x | 3.46x | 2.62x | 7.07x |
strings/mixed |
34ms | 65ms | 2.77x | 3.02x | 1.97x | 2.95x |
strings/patterns |
60ms | 22ms | 3.48x | 3.45x | 3.34x | 5.27x |
strings/literal_find |
21ms | - | 3.31x | 3.41x | 2.42x | 6.23x |
fields/same_obj_read |
169ms | 61ms | 6.01x | 7.16x | 3.81x | 46.27x |
fields/miss * |
77ms | - | 3.46x | 4.00x | 2.36x | 54.34x |
globals/write * |
32ms | - | 1.62x | 2.04x | 1.10x | 27.12x |
calls/many_literals * |
57ms | - | 4.40x | 4.39x | 2.70x | 61.03x |
alloc/closure |
81ms | 126ms | 2.20x | 2.21x | 1.83x | 2.80x |
alloc/record_tables |
266ms | - | 3.47x | 3.23x | 2.11x | 91.94x |
alloc/gc_churn * |
20ms | - | 1.31x | 1.26x | 1.10x | 1.77x |
parse/large_source * |
8ms | - | 2.28x | 2.30x | 2.04x | 3.19x |
Rows marked * are diagnostic probes, not representative workloads. Each one deliberately isolates a single path that was unoptimized when the probe was written, so its ratio tracks one specific optimization target rather than what typical scripts see. Several of those paths have since been optimized, which is why some probes now sit among the cheaper rows. calls/many_literals calls a function carrying 32 string constants that returns from its first branch, concentrating its runtime in per-call literal handling. parse/large_source measures parse and codegen on a 5000-line chunk rather than execution.
The lua-rs column was captured 2026-06-02 against ianm199/lua-rs at commit 98bd6bd; rows added since carry no lua-rs figure. Every other column was captured 2026-07-27 at commit abf7c7b on host plantasjen.
Note that recorded results always track the latest git head and may not match the released version.
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
- Implicit string-to-number coercion in arithmetic and numeric control expressions
- Long strings (
[[...]],[=[...]=])
Some of them might be added later (probably most of them 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.
The parser bounds syntax nesting at 200 levels and raises chunk has too many syntax levels past that, the way reference Lua does with LUAI_MAXCCALLS. Without the bound, deeply nested source exhausts the native stack, and a Rust stack overflow aborts the host process rather than returning a catchable error.
One divergence worth knowing: a nested parenthesis costs two levels rather than one, because each level descends through both the expression and unary parsers. Parentheses therefore nest about 99 deep here against reference Lua's ~200. Every other construct - statement blocks, elseif chains, table constructors, unary operator runs, field-access chains - gets the full 200. Real code does not come close to either figure.
Per-function ceilings, all reported as syntax errors rather than silently truncated: 255 locals and 255 upvalues, and 65536 distinct string literals and number literals. Table constructors and t.f = v assignment sites are effectively unbounded - array entries are written in batches, and assignment sites past the 255th simply stop being inline-cached rather than being rejected.
Call depth is capped at 1000 frames. The shared Lua/Rust value stack is capped at 1,000,000 values, and that cap is enforced on every operation that can grow the stack - bytecode operand pushes, frame setup, metamethod dispatch, and the host-facing push_* / new_table / get_global methods alike. Exceeding it produces a catchable StackOverflow error rather than an abort, and a rejected operation leaves the stack exactly as it was.
This is a bound on the value stack, not a total host-memory quota. It stops a runaway script or a looping host callback from growing the stack without limit; it does not stop a host from allocating memory by other means, any more than the 16 MiB string cap does. Enforcing it charges nothing against the instruction-cost budget.
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.
Data-dependent native work in the string, pattern, and table libraries is charged: bytes examined or emitted, table elements visited, and matcher primitives each consume budget. Structural semantics remain free by design. A helper extraction, an intermediate name, or another legible refactor should not make a script more expensive, because the budget is a game-design instrument rather than a CPU meter.
This cost model changed in 0.4.0. Embedders must re-measure their tick budgets: the increase depends on string lengths, output expansion, pattern matches and backtracking, and table contents.
Numeric for loops with a zero step skip their body in both directions. Lua 5.2 skips an ascending range but loops forever for a descending one; Lua 5.4 raises an error. dellingr deliberately skips the loop to avoid the unbounded execution case.
math.log(x, 2) follows Lua 5.2's general-base calculation. This differs in the last bit from Lua 5.4 for some inputs (for example, math.log(3, 2)).
Execution is deterministic: the same script and inputs produce the same result
and the same cost on a given build. math.random draws from an in-crate seeded
RNG (set_rng_seed), so it is bit-stable across platforms. The one caveat is
math's transcendental functions (sin, cos, exp, log, pow, sqrt,
...), which delegate to the platform f64/libm implementation: results are
deterministic per build+platform but the last ULP may differ across
architectures or libm versions. Replays that must be bit-identical across
heterogeneous hosts should avoid depending on exact transcendental results;
arithmetic, comparisons, and math.random are bit-stable everywhere.
The optional snapshot feature adds State::save_state() and
State::load_state(...) for game saves, serialized through a small in-crate
deterministic binary codec (no serde/bincode). This is a data snapshot of a
quiescent VM: globals, reachable tables/closures/upvalues/strings, the
deterministic RNG stream, cost counters, and the object identities behind
tostring/%p are persisted. Changes you make to the standard library tables
themselves - math.myconst = 42, string.trim = f, or deleting a stock entry -
are persisted as a delta against the pristine environment and replayed on load,
so extending a library table does not silently lose data. It is not a
continuation capture; no paused call stack, program counter, coroutine, anchor,
callback, or host user-data handle survives a save/load. Anchors created inside
the load setup closure do survive it. Hosts recreate
callbacks and register the same named Rust functions during load setup - a
reachable RustFunc must be registered with a stable id (e.g.
set_global_named_rust_fn) or the save fails fast. The module doc on
src/vm/save_state.rs covers the format and design.
Save files are user-editable input. Loading restores the saved cost counters,
so hosts that load user-editable saves must call set_cost_budget after a
successful load. Saves containing a Lua string larger than 16 MiB are rejected
on load, including ones written by an earlier build using the same snapshot
format version - an older format version is rejected before that, as an
unsupported version. Save authentication is required if tampering with future
RNG outcomes matters.
The public API is pre-1.0 and not yet stable. Breaking changes may land at any point. The declared MSRV is Rust 1.92; release validation should include a real 1.92 toolchain check.
[dependencies]
dellingr = "0.4"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 cost estimate for a script: sums each costed opcode once across the main chunk and every nested function body (counted once each, whether or not invoked; loops/branches counted once), so it is neither a runtime lower nor upper bound. It excludes data-dependent native string, pattern, and table work, so it is not a native-cost estimate.- 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.lua
cargo run --release -- --quiet path/to/script.luaInitially based on cjneidhart/lua-in-rust.
src/patterns initially ripped from mwerezak/lua-patterns, which itself is a fork of stevedonovan/lua-patterns.
MIT - see LICENSE.