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Show HN: DragonRuby Game Toolkit

dragonruby.org

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Re: Show HN: DragonRuby Game Toolkit

#91
post #89
post #79

Earlier quoted context omitted.

The target for this is not AAA studios, but indie developers. For my part, I don't have enough spare time to learn one of the big engines. They're too complex, and this is a hobby. DragonRuby on the other hand is simple enough that you can start doing stuff immediately if you know even basic Ruby. That is the appeal to me. Whether or not it would work for a large team is totally irrelevant for that kind of use, becau…

and yet 10s of thousands of people make games in a new hours in Unity. Go see all the game jam games. So no, Unity is not "too complex" and it's very suitable for hobby use.

To me it was "too complex" when I looked at it. That it isn't for others is great for them, but it doesn't make it any more suitable for me.

That I also don't have to use a language I consider absolutely awful is another major bonus.

Re: Show HN: DragonRuby Game Toolkit

#93
post #78

Earlier quoted context omitted.

Surprising they'd go C++ for networking. Python's had top-notch async for nearly 20 years.

EVE has a history of incredibly bad performance issues, in part due to their extensive use of python for networking, simulation, etc. They seem to struggle with it on an ongoing basis, so it makes sense that in some cases they would move logic from python to C++. Their networking stack was at least at one point heavily Python. Some engagements in EVE will literally involve thousands of players in the same system all…

> Some engagements in EVE will literally involve thousands of players in the same system all interacting with each other in big groups

That's a tough workload. I guess it would appear in MMOs, bidding markets, wonder where else.

Re: Show HN: DragonRuby Game Toolkit

#94
post #81

Will it ever support making 3D games?

I don't think it will be supported at the engine level but the community tinkers with 3d proof of concepts. Both with pure Ruby and with backing maths in C extensions for even better performance. EDIT: a 3d example > https://canicvs.itch.io/wireframe-sample

thank you

Re: Show HN: DragonRuby Game Toolkit

#96
post #22

Earlier quoted context omitted.

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.

Do you have a source for the claim that ruby was designed for game development? I'm not saying it's wrong, I just have never heard that before.

Not necessarily game dev, but rather as an embeddable scripting language. There’s also mruby which is even more portable and designed to be more embeddable. My understanding is that in Japan, Ruby is often used as an embedded scripting language the way people might use Lua.

(I don’t have an exact source for this, it’s something that seems to come up periodically when talking about Ruby. Matz mentions it briefly when introducing mruby. I also don’t necessarily think it was conceived for this reason, but rather that over time, it fell into the niche and became influenced by it. But I’m not sure about that, either.)

Re: Show HN: DragonRuby Game Toolkit

#97

Earlier quoted context omitted.

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.

I'm not the one you asked, but using google trends as an indicator, both unity and unreal lose mindshare: https://trends.google.de/trends/explore?date=today%205-y&geo...

Re: Show HN: DragonRuby Game Toolkit

#98

Lots of typical anti-ruby grumbling in this so I'll just say; this looks awesome and I'm excited to give it a try. I still love programming in Ruby, and there's no reason at all why a game written in Ruby couldn't be performant. Great to see a good use of mRuby too. I've had ideas for games in the past but I know that having to learn an entirely new language, framework, and concept of development will mean that I nev…

Yeah, I mean, modern machines with multi cores that are standard now can simultaneously run multiple databases, IDEs, OS itself, bunch of containers, browser with zillion tabs, but can't run 2d ruby game because ruby is slow ? Riigggght.... I bet it could run performant in LOLCAT language nowdays.

Re: Show HN: DragonRuby Game Toolkit

#99
If I understand correctly (from a quick browse of the docs) this is Ruby _without_ anything remotely like Rails. That makes it interesting.

I did a Rails job once. I kept thinking that I liked the language as a kind of modern OO language in the spirit of Python (and also Lua a bit) but I really disliked the ecosystem around Rails. For instance, the project I worked on had to maintain two separate versions of Ruby because different gems worked with different Ruby versions (it's been a while so I don't remember details).

Another thing that bothered me is that everytime I searched online for help to do something slightly more advanced in Ruby my search results were inundated with "hello world" style posts from aspiring Rails devs eager to advertise their passionf or Rails. I could never find the information I wanted, so I had to do everything the hard way.

Overall I had a horrible experience with Rails though I'm sure it's far from that bad for most. Anyway it's refreshing to see a cool use of Ruby without the Rails.

Re: Show HN: DragonRuby Game Toolkit

#100

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…

> and now think JS is eating the world

It will via asm.js, except no one will be coding in JS anymore since everything will compile to asm, and you will have asm compiler in your kernel.

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