SDL
dragonruby-game-toolkit-contrib
SDL | dragonruby-game-toolkit-contrib | |
---|---|---|
195 | 15 | |
8,263 | 190 | |
2.4% | 0.5% | |
10.0 | 6.0 | |
about 12 hours ago | 4 days ago | |
C | Ruby | |
zlib License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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SDL
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12to11 – run Wayland applications on an X server
Wayland works well on the Steam Deck because Valve controls the whole system. Because they have their own Wayland compositor (Gamescope), they're able to implement protocols to work around issues in Wayland without being delayed by the bureaucratic process of getting them approved. Here's an SDL pull request where a graphics developer at Valve discusses how two protocols necessary for good GPU performance haven't been added to Wayland yet so Valve added equivalent protocols to Gamescope as a workaround: https://github.com/libsdl-org/SDL/pull/9345
One thing to note is that the Steam Deck only uses Wayland for its fullscreen gaming mode. When you exit to its desktop mode (meant for running non-Steam software), it switches to X11.
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C-Macs – a pure C macOS application
The linked project doesn't use any ObjC files at all. SDL2 has a bunch of Cocoa files[1] so you did use Cocoa even if unknowingly.
[1] https://github.com/libsdl-org/SDL/tree/main/src/video/cocoa
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Revert "video: Prefer Wayland over X11 (take 2)"
Correct. It's explained here:
https://github.com/libsdl-org/SDL/pull/9345#issuecomment-201...
XWayland has special hooks into the compositors that normal wayland clients don't get.
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Semantic Patching in C with Coccinelle
Found about this through the release of SDL 3: https://github.com/libsdl-org/SDL/blob/main/build-scripts/SD...
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reflect-cpp - Now with compile time extraction of field names from structs and enums using C++-20.
https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_events.h
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BBC Basic returns on multiple platforms, open sourced
If that app ran in a 640x480 mode, memory accesses would be just as fast as the VGA applications 25 years ago, correct?
I think there's a lot more going on than that. Here's SDL's current pixel access code:
https://github.com/libsdl-org/SDL/blob/main/src/video/SDL_su...
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Games! How they write code for SDL (+ interview with the creator)
We use the code examples throughout the article. The ellipsis characters "...." in the code were added by the author of the article. You can find the source files on the official GitHub of libsdl. In addition, each fragment has a reference to a specific area in the code. By the time this article is published, many errors will have already been fixed thanks to the issues we opened (for example, here and there). However, the links in the examples point exactly to the code you see in this article. Not only do we enjoy teasing developers but we also like making their projects a little bit better!
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Regarding including external libraries and prefix folders.
FetchContent_Declare(SDL2 GIT_REPOSITORY https://github.com/libsdl-org/SDL.git GIT_TAG release-2.28.3 ) FetchContent_MakeAvailable(SDL2)
- SDL3 Filesystem API RFC
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Chip8 emulator
It's not that difficult, I recently started learning to use graphics APIs myself. OpenGL is for linux, etc., directx for windows and vulkan for all platforms. I read through a bunch of forums yesterday and decided to go for vulkan (here is a link to the sdk) for my next small projects because it can run on all platforms. I would recommend to watch a basic tutorial series (like this one) for the graphics api itself to get an understanding of whats going on. And on top of that I use SDL2 for eventhandling and ImGui for the graphical user interface. Here is a link to a guide for setting up vulkan on your platform in case you would go for it.
dragonruby-game-toolkit-contrib
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DragonRuby Game Toolkit - Tech demo showing what Ruby is capable of: lighting, camera movement/parallax, physics and collision, all at 60 fps.
It’s a combination of the following sample apps: 1. Axis align bounding box collision 2. Simple camera 3. Lighting
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DragonRuby Game Toolkit - Game development gives such a different realm of problems to solve that you just don't see with app dev. I'd encourage y'all to give it a try (it's extremely rewarding). Here's an example.
The Indie and Pro version of DR let you create your own C Extensions. These sample apps guide you through the process step by step.
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I notice that there aren't many gaming engines that support Ruby script. I'm considering working on a more manageable project that will incorporate MRuby into the Love engine.
What we can safely open source is here (we try to expand this repo as much as we can): https://github.com/DragonRuby/dragonruby-game-toolkit-contrib
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With RubyConf 2022 around the corner, I added a bit more polish to DragonRuby's tech demo. Hope y'all can make it out to my talk where I'll be showing this off :-)
DragonRuby is awesome to work with. They’ve put together tons of super useful samples: https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/tree/master/samples
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To celebrate the 3-year anniversary of DragonRuby Game Toolkit (and 8 years as an Indie game dev), I'm making the game engine free for the next 3 days. Tips for succeeding as an Indie in the comments too.
There are some sample apps that show how to make buttons, so most guis would be a combination of using sprites and testing for click events. The tricky part is gonna be a fully functional text box. The dragonruby heads up display has one and the machinery to get that to work is here. A few people on the Discord server have actually pulled this off and have created toy IDEs with it ha.
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With RubyKaigi 2022 kicking off, I've made DragonRuby Game Toolkit free. Hope you enjoy and feel free to AMA about the engine.
We have a bullet hell sample app :-) https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/tree/master/samples/99_genre_arcade/bullet_hell
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Ruby rendering 4K scenes with physics at 60fps - DragonRuby Game Toolkit (link to source code in the comments)
The full implementation is ~350 lines of code. Here's the source.
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Soft body physics in Ruby (DragonRuby Game Toolkit) :-)
It might help to start with a simpler example. This is Pong written with the same structure. The general theme is to start simply and introduce abstraction at the “last responsible moment” as opposed to upfront: https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/blob/master/samples/99_genre_arcade/pong/app/main.rb
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Ruby is good for the soul. Have fun with it. That's the most important thing. Build a game. Here's one I'm working on (source code + playable link in the comments).
There are a ton of sample apps you can go through here: https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/tree/master/samples
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Flappy Bird clone written in 360 lines of Ruby (DragonRuby Game Toolkit). Link to playable game + source in the comments.
Working src link: https://github.com/DragonRuby/dragonruby-game-toolkit-contrib/blob/master/samples/99_genre_arcade/flappy_dragon/app/main.rb
What are some alternatives?
GLFW - A multi-platform library for OpenGL, OpenGL ES, Vulkan, window and input
MacRuby - MacRuby is an implementation of Ruby 1.9 directly on top of Mac OS X core technologies such as the Objective-C runtime and garbage collector, the LLVM compiler infrastructure and the Foundation and ICU frameworks.
raylib - A simple and easy-to-use library to enjoy videogames programming
dragon-game - Dragon Vs Dragon Game
Godot - Godot Engine – Multi-platform 2D and 3D game engine
minigl - A minimal Game Library built on top of the Gosu gem.
olcPixelGameEngine - The official distribution of olcPixelGameEngine, a tool used in javidx9's YouTube videos and projects
dragonruby-zif - Zif: A Drop-in Framework for DragonRuby GTK
DS4Windows - Like those other ds4tools, but sexier
android.cr - Create Android applications using Crystal and the NDK
DualSenseSupport - Preliminar DualSense
mrbweb-v - A test project that uses mruby to improve the processing of binary code.