# Scripting Project uses LuaJIT as a scripting language. Subsections: - [Engine events](scripting/events.md) - [User input](scripting/user-input.md) - [Filesystem and serialization](scripting/filesystem.md) - [UI properties and methods](scripting/ui.md) - [Entities and components](scripting/ecs.md) - [Libraries](#) - [block](scripting/builtins/libblock.md) - [cameras](scripting/builtins/libcameras.md) - [entities](scripting/builtins/libentities.md) - [file](scripting/builtins/libfile.md) - [gui](scripting/builtins/libgui.md) - [hud](scripting/builtins/libhud.md) - [inventory](scripting/builtins/libinventory.md) - [item](scripting/builtins/libitem.md) - [mat4](scripting/builtins/libmat4.md) - [pack](scripting/builtins/libpack.md) - [player](scripting/builtins/libplayer.md) - [quat](scripting/builtins/libquat.md) - [time](scripting/builtins/libtime.md) - [utf8](scripting/builtins/libutf8.md) - [vec2, vec3, vec4](scripting/builtins/libvecn.md) - [world](scripting/builtins/libworld.md) - [Module core:bit_converter](scripting/modules/core_bit_converter.md) - [Module core:data_buffer](scripting/modules/core_data_buffer.md) - [Module core:vector2, core:vector3](scripting/modules/core_vector2_vector3.md) ## Type annotations The documentation for Lua libraries uses type annotations, not part of Lua syntax. - vector - an array of three or four numbers - vec2 - array of two numbers - vec3 - array of three numbers - vec4 - array of four numbers - quat - array of four numbers - quaternion - matrix - array of 16 numbers - matrix ## Core functions ```lua require "packid:module_name" -- load Lua module from pack-folder/modules/ -- no extension included, just name ```