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Show HN: DragonRuby Game Toolkit

dragonruby.org

51–60 of 146 posts

Re: Show HN: DragonRuby Game Toolkit

#51

Why would I choose this over a FOSS 2D game engine like Godot that offers almost everything this engine offers without the price tag? Not trying to shit on the project, I just don't see a compelling argument put forth on the website as to why I should pay $50 or $98 a year for an engine that I can only see has been used to port one open source game to Switch and a bunch of tech demos. What's the hook? Why should this…

What's the hook?

The hook is you like to program in Ruby, so here is a game engine where you can use Ruby.

Re: Show HN: DragonRuby Game Toolkit

#52
post #39

Earlier quoted context omitted.

There’s four of us in the partnership (Ryan just handles the core xplat stuff). And we are leveraging a lot of OSS foundational components SDL, mRuby, LLVM. With regards to insolvency. It’s answered in the FAQ: http://docs.dragonruby.org/#--frequently-asked-questions,-co...

I'm not a game dev, but I just want to say thanks for working on this. I empathize and also don't quite understand how the "let's shit on ruby" sentiment spreads even to this, and I was pleasantly surprised to see Among Us is built on dragonruby! I always love to see ruby's focus on developer productivity being spread, and if I decide to take a crack at making a game, I'll be sure to check this out.

Where did you hear that Among Us was built on DragonRuby? All I can find is that it was written in C# and Unity.

Re: Show HN: DragonRuby Game Toolkit

#53
post #15

Earlier quoted context omitted.

Wait, you're suggesting Ruby is better than Unity? This has to be a joke.

Nope. Not a joke. We’re faster too: https://youtu.be/UuY7CWdvyWM

Ehh, I could put together a thing that could display several million dots at 60 fps in unity in a few minutes.

(a recent example of some dots I moved) https://twitter.com/LeapJosh/status/1378056437105049603

Not saying DragonRuby isn't the bees knees, I've never used it but appreciate alternatives existing.

Despite that, sprites are the wrong facility for drawing that many dots in unity.

Re: Show HN: DragonRuby Game Toolkit

#54
post #39

Earlier quoted context omitted.

I'm not a game dev, but I just want to say thanks for working on this. I empathize and also don't quite understand how the "let's shit on ruby" sentiment spreads even to this, and I was pleasantly surprised to see Among Us is built on dragonruby! I always love to see ruby's focus on developer productivity being spread, and if I decide to take a crack at making a game, I'll be sure to check this out.

Where did you hear that Among Us was built on DragonRuby? All I can find is that it was written in C# and Unity.

I saw it on the itch website and thought it was for ruby projects, so perhaps I'm mistaken.

Re: Show HN: DragonRuby Game Toolkit

#55

Lets say I am not a Ruby dev, what would compel me to learn this over Unity, Unreal, React Native game engine, or one of the other (thousand) game engines out there? Are there enough Ruby devs to sustain this? I remember Ruby Motion was a thing, then it wasn't... then it was again? I started learning web dev with RoR and quickly moved to Python as the ecosystem was so much bigger. I could transfer my Python knowledge…

Putting the purely technical aspects aside for a moment. From my experience so far one big point in favor of DragonRuby is that its philosophy focuses on developer productivity, for example - an iterative immediate feedback style of development using hot reloading - (in the latest version) direct source code editing and updating via a HTTP Developer interface (think updating your smartphone game at runtime without re…

Godot, unity, and unreal do all that too. I’m not seeing the advantage other than it’s ruby. Seems like a niche product.

Re: Show HN: DragonRuby Game Toolkit

#56

Lets say I am not a Ruby dev, what would compel me to learn this over Unity, Unreal, React Native game engine, or one of the other (thousand) game engines out there? Are there enough Ruby devs to sustain this? I remember Ruby Motion was a thing, then it wasn't... then it was again? I started learning web dev with RoR and quickly moved to Python as the ecosystem was so much bigger. I could transfer my Python knowledge…

> Are there enough Ruby devs to sustain this? So far so good. We’ve been in business for nearly a decade now (with the game engine going onto year 3). > Unity, Unreal, React Native game engine, or one of the other (thousand) game engines out there? Well our ability to deploy to console eliminates most engines as competitors/options. Unreal is a fantastic engine for 3D games. Unity is... well... not that great to be h…

Unity deploys to console. You just need to be licensed to build to different console platforms. And saying Unity is not that great is an ignorant statement. What about it isn’t great? And how is DragonRuby better?

Re: Show HN: DragonRuby Game Toolkit

#57

Why would I choose this over a FOSS 2D game engine like Godot that offers almost everything this engine offers without the price tag? Not trying to shit on the project, I just don't see a compelling argument put forth on the website as to why I should pay $50 or $98 a year for an engine that I can only see has been used to port one open source game to Switch and a bunch of tech demos. What's the hook? Why should this…

What's the hook? The hook is you like to program in Ruby, so here is a game engine where you can use Ruby.

Fair enough, but for that price I'd expect more than a language I like. It's got some interesting features, but like I said many other game engines have similar features with no cost, what's the stand-out reason to make me spend $50 once on it or $98 a year. Is this just being marketed to language enthusiasts?

Re: Show HN: DragonRuby Game Toolkit

#58
post #15

Earlier quoted context omitted.

Wait, you're suggesting Ruby is better than Unity? This has to be a joke.

Unitiy's main strengths are it's asset store and ability to export to consoles/phones, also most people like C#. It also had strong momentum of tutorials and community but that is diminishing now as most are so outdated now and for older versions that they are no longer relevant. Unreal is getting easier everyday and they are getting more assets and more community together so it's eating them from the high end while…

Have any data to back up these claims? Unity keeps growing, just went IPO last year, and is releasing high quality tutorials regularly.

Re: Show HN: DragonRuby Game Toolkit

#59

This looks like a fantastic dev experience and it's great to see this team building something like this. Indie game dev is near and dear to my heart. Unfortunately, HN tends to be full of haters. On the behalf of the rest of us, thanks for sharing DragonRuby!

I wanted to second this, so thank you for being positive. Even though I'm not a rubyist, I do appreciate having options.

A hard yet important lesson in life is to learn to do things in spite of haters hating. For example, I'm writing a programming language, and I can almost guarantee that people will hate it... and that's ok.

Re: Show HN: DragonRuby Game Toolkit

#60

Earlier quoted context omitted.

Putting the purely technical aspects aside for a moment. From my experience so far one big point in favor of DragonRuby is that its philosophy focuses on developer productivity, for example - an iterative immediate feedback style of development using hot reloading - (in the latest version) direct source code editing and updating via a HTTP Developer interface (think updating your smartphone game at runtime without re…

Godot, unity, and unreal do all that too. I’m not seeing the advantage other than it’s ruby. Seems like a niche product.

I can only speak for Unity until versions till maybe 2019 - and I never developed a full commercial title with it - just a few game jam games - so maybe I'm not the best authority on that... But I think it's quite far away in many of those features

Sure you can try out your game immediately in the editor, by pressing the play button - but can you edit Source code and it will be immediately applied without restarting and without losing the current game state?

You can edit and adjust scene objects in the inspector during play mode but those changes are usually thrown away after quitting play mode.

I never did serious mobile dev with unity but I same as above... updating and editing your game source persistently at runtime during playing doesn't seem possible, since it's completely compiling everything into an Android package right?

Building for all desktop platforms under a minute - this is 100% not true..... Almost all of the last hours of game jams where I used unity where spent in worry waiting for a long build process not being sure everything works all right afterwards - and that was always for just _one_ platform at a time...... DragonRuby builds your games into fully functional Windows, Mac, Linux, HTML5 and FWIW Raspberry Pi builds in under a minute in total for all those platforms. I don't know of any other Engine (except maybe LÖVE2D which is interpreted in its basic nature and doesn't need building) which can do anything close to that speed

Persistent flexibly modifiable game state? - maybe there's something in the asset store - but out of the box?

Cross-platform File storage is the only thing where I can see that that is probably a well solved problem in Unity....

I cannot speak for the other game engines. But in general it would be nice if you back up your claims.....

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