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/ .
Show HN: DragonRuby Game Toolkit
21–30 of 146 posts
Re: Show HN: DragonRuby Game Toolkit
#22Lets 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
#23Earlier 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?
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
#24Lets 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…
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
#25Lets 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…
Re: Show HN: DragonRuby Game Toolkit
#26Earlier 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.
Re: Show HN: DragonRuby Game Toolkit
#27Earlier 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
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
#28Re: Show HN: DragonRuby Game Toolkit
#29Earlier 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.
Re: Show HN: DragonRuby Game Toolkit
#30> 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.