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Show HN: DragonRuby Game Toolkit

dragonruby.org

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Re: Show HN: DragonRuby Game Toolkit

#61
post #54

Earlier quoted context omitted.

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.

itch.io isn't exclusive to ruby games, it hosts games made in any engine. above commenter is correct, Among Us was made in Unity https://innersloth.itch.io/among-us hit more info to see the engine details

Re: Show HN: DragonRuby Game Toolkit

#62

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.

What makes ruby worth using for a game that makes this worth paying for over any other free, oss or commercial game engine with more flexibility in language and capability?

No offense to ruby programmers but, Ruby's not necessarily the ideal language for game programming even when it comes to scripting languages.

And...if you know ruby well enough to make a game, you could learn one of the many other languages better suited to game dev fairly easily.

What makes this worth paying for?

Re: Show HN: DragonRuby Game Toolkit

#63
post #13

Earlier quoted context omitted.

Agree. I don't know if the Ruby interpreter is what I'd look to for performance in a game.

Unity’s implementation of C# is subpar to say the least. Watch the YouTube video, it demonstrates DragonRuby’s speed vs Unity. We can render twice as many sprites and are 1/8th the size. We also expose C Extensions to the end user if they what blinding fast performance for critical paths.

You have any data to back up that claim? Unity C# is very fast; especially, if compiled to IL2CPP. Your video doesn’t prove anything. Make a lot of moving transform hierarchies and see how they compare. Unity sucks at this, but I bet it will still outperform In your tests.

Re: Show HN: DragonRuby Game Toolkit

#64
post #13

Earlier quoted context omitted.

Agree. I don't know if the Ruby interpreter is what I'd look to for performance in a game.

Unity’s implementation of C# is subpar to say the least. Watch the YouTube video, it demonstrates DragonRuby’s speed vs Unity. We can render twice as many sprites and are 1/8th the size. We also expose C Extensions to the end user if they what blinding fast performance for critical paths.

Unity does also support C extensions... But due to cross platform mess it is not so popular (i guess).

> double the amount of sprites

It sounds a bit low? My experience is that with instancing and 2d array textures (2d games usally uses spritesheets) can be much much faster then 2x. I would guess 20x-200x faster than unity.

Re: Show HN: DragonRuby Game Toolkit

#65
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

Your logic isn’t equivalent: in your Ruby example you precalulate the speed for each axis and only add the value to x and y each frame. In the Unity example you do the inefficient “Speed * new Vector3(1,1,0) * Time.DeltaTime” every frame. If you moved that calculation to the start and then add in fixed update they would be equivalent logic”. That is probably the difference you notice.

Re: Show HN: DragonRuby Game Toolkit

#66

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!

> HN tends to be full of haters

I'll stick up for the community: I don't think that's true. This submission has been heavily upvoted, after all. You may be running into the contrarian dynamic: https://hn.algolia.com/?dateRange=all&page=0&prefix=true&sor...

Re: Show HN: DragonRuby Game Toolkit

#68

Earlier quoted context omitted.

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…

Am in the midst of shipping a medium sized game in Unity and I can confirm your takes are correct/relevant today. Unity is incredibly frustrating to me, and I would really aggressively challenge the notion that Unity is aimed at any sort of "Developer Productivity". More than anything it's a dumpster of features to allow Developers, Artist and totally nontechnical/non IC contributors to all contribute okay-enough. But the features that go into making Artists productive are at times orthogonal to those that make Devs productive. It's all a big tradeoff.

Godot is smaller and has way way less learning material (and no Asset Store), but purely from an Editor perspective it's miles ahead from a dX perspective.

Re: Show HN: DragonRuby Game Toolkit

#69

Earlier quoted context omitted.

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

What makes ruby worth using for a game that makes this worth paying for over any other free, oss or commercial game engine with more flexibility in language and capability? No offense to ruby programmers but, Ruby's not necessarily the ideal language for game programming even when it comes to scripting languages. And...if you know ruby well enough to make a game, you could learn one of the many other languages better…

To me not having to use another language is worth far more than they're charging.

Apart from being Ruby, the simplicity is a major selling point for me.

(Yes, I have bought it, though not had time to use it much lately)

Re: Show HN: DragonRuby Game Toolkit

#70
post #66

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!

> HN tends to be full of haters I'll stick up for the community: I don't think that's true. This submission has been heavily upvoted, after all. You may be running into the contrarian dynamic: https://hn.algolia.com/?dateRange=all&page=0&prefix=true&sor...

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