Second Life is switching over from Linden Scripting Language to Luau. It's working out well. The existing system compiled to Mono, and with Mono being deprecated (abandoned?) something new was needed. Amusingly, not only is Luau being supported, the LSL compiler is now targeting the Luau execution engine, and that works. Performance has improved slightly.
Second Life runs on hundreds of thousands of tiny programs, all event driven and running on the servers. Managing that is tricky, since server side resources are limited. Yet it works well, even if user programs are compute-bound. Actually, the biggest problem is that each idle program uses about 1us per frame, which adds up.
Second Life runs on hundreds of thousands of tiny programs, all event driven and running on the servers. Managing that is tricky, since server side resources are limited. Yet it works well, even if user programs are compute-bound. Actually, the biggest problem is that each idle program uses about 1us per frame, which adds up.