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Show HN: DragonRuby Game Toolkit

dragonruby.org

21–30 of 146 posts

Re: Show HN: DragonRuby Game Toolkit

#21
post #12

Earlier quoted context omitted.

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/ .

Huh, ok. When they mean Scadia do they mean Stadia.

Re: Show HN: DragonRuby Game Toolkit

#22
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.

The irony is that Ruby was actually designed for this kind of thing. And in fact, RPG Maker XP’s Ruby Game Scripting System, a commercial usage of Ruby as an embedded scripting language for game dev, was released at least a few months prior to the first Ruby on Rails release if memory serves correct.

Re: Show HN: DragonRuby Game Toolkit

#23

Earlier quoted context omitted.

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?

There’s quite a few samples of people doing crazy things with Cuda. Not sure if you can access this demonstration: https://discord.com/channels/608064116111966245/674410581326...

These are other demonstrations of DRGTK’s performance capabilities: - https://twitter.com/Groteskly/status/1373668110482427906 - https://twitter.com/amirrajan/status/1361640855589842951 - https://twitter.com/amirrajan/status/1339575630187425792

Re: Show HN: DragonRuby Game Toolkit

#24

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-deploying)

- Producing builds for all Desktop platforms in usually less than a minute (mobile and consoles probably take longer considering the surrounding tasks of signing apps, registering in stores etc)

- offering a centralized interface for persistent game state which is automatically dumped for error analysis in case of failure and able to be recorded/replayed/rewinded out of the box during dev

- Abstracting away File Systems/Storage mechanisms out of the box so you don't have to care about where you save on a Switch, PC or iPhone

and probably lots of other stuff I'm not quite aware of atm.

Another big plus point is the lively and encouraging Discord community

Re: Show HN: DragonRuby Game Toolkit

#25

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…

EVE Online is written in Python

Re: Show HN: DragonRuby Game Toolkit

#26
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.

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 Godot is eating them from the low end. Since DragonRuby is good at exporting to consoles and most Ruby users like Ruby so it's arguable that they could be better in a lot of ways.

Re: Show HN: DragonRuby Game Toolkit

#27
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

Press F to doubt.

On some tiny synthetic benchmark maybe.

Come back when your engine can handle something even 1% as complex, as say, Dyson Sphere Program.

Re: Show HN: DragonRuby Game Toolkit

#29
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.

Huh, number of sprites per frame has little to do with the speed of C# in Unity. If anything it shows that Unity's default sprite renderer is inefficient.

Re: Show HN: DragonRuby Game Toolkit

#30
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.

Given their limited shelf-life, I’d have thought this would be less of an issue for games than for other software? Many games rely on Lua, for example, which is maintained by a team of just 3 people, and it seems only one of them writes most of the code.

https://github.com/lua/lua/graphs/contributors

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