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Show HN: DragonRuby Game Toolkit

dragonruby.org

11–20 of 146 posts

Re: Show HN: DragonRuby Game Toolkit

#12
post #5

> This is not the same Ruby you'd use for building web apps with Rails (far from it). > DragonRuby is powered by highly optimized C code written by Ryan C. Gordon. This feels like a liability for the long term. The community is now depending on Ryan to maintain this custom Ruby implementation, if I'm reading correctly.

I’m guessing it’s native extensions rather than a custom ruby implementation.

It seems to be a custom implementation based on mruby and LLVM.

See “What is DragonRuby?” at http://docs.dragonruby.org/.

Re: Show HN: DragonRuby Game Toolkit

#13

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…

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

Re: Show HN: DragonRuby Game Toolkit

#14

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 honest.

Other differentiators are on the site.

Re: Show HN: DragonRuby Game Toolkit

#15

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…

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

Re: Show HN: DragonRuby Game Toolkit

#16
post #10
post #5

> This is not the same Ruby you'd use for building web apps with Rails (far from it). > DragonRuby is powered by highly optimized C code written by Ryan C. Gordon. This feels like a liability for the long term. The community is now depending on Ryan to maintain this custom Ruby implementation, if I'm reading correctly.

In general I don't think I'd be comfortable using any type of engine or framework which is solely developed by one person. Let's say he goes crazy tomorrow and decides to camp on the beaches of Jamaica. No matter what you do, particularly with a closed source engine, you're stuck. With unity if one programmer decides to quit, we still have a game engine that gets updated. With Godot if both of the paid maintainers qu…

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...

Re: Show HN: DragonRuby Game Toolkit

#17
post #15

Earlier quoted context omitted.

> 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…

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

Re: Show HN: DragonRuby Game Toolkit

#18
post #13

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…

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

It doesn’t use the standard Ruby interpreter (MRI), but a custom implementation that includes a compiler. I don’t know if it’s AOT compilation or JIT.

Re: Show HN: DragonRuby Game Toolkit

#19
post #13

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…

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.

Re: Show HN: DragonRuby Game Toolkit

#20
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.

Hm... I'm more concerned about running user-land scripts and shaders than sprites. If I wanted raw pixel-blits per second I could just use SDL.

Do you have any concrete numbers on compute (ie. scripts)?

Do you support shaders?

eg. How would you do this in DragonRuby? --> https://github.com/keijiro/StableFluids

Ie. a compute buffer that renders a fluid simulation in real time?

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