godot-lua-pluginscript VS godot-ruby

Compare godot-lua-pluginscript vs godot-ruby and see what are their differences.

godot-lua-pluginscript

Godot PluginScript for the Lua language, currently based on LuaJIT's FFI (by gilzoide)

godot-ruby

ruby language binding for godot game engine (by onyxblade)
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godot-lua-pluginscript godot-ruby
13 2
280 35
- -
5.2 0.0
about 1 year ago over 3 years ago
Lua Ruby
MIT License MIT License
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godot-lua-pluginscript

Posts with mentions or reviews of godot-lua-pluginscript. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-01-17.

godot-ruby

Posts with mentions or reviews of godot-ruby. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-12-13.
  • Building Games with DragonRuby – A free book on Ruby game dev
    3 projects | news.ycombinator.com | 13 Dec 2022
    > It should be easy and it has been done before (but not maintained).

    Here's one such example of Ruby in Godot: https://github.com/onyxblade/godot-ruby

    > The problem is that it's just far slower than GDScript or C#.

    I'd say that depending on what you're doing, you can get away with a lot even in slower language runtimes, otherwise we'd be writing all of our game code in C, C++ or Rust (or other languages like that) only.

    I actually ported the Godot LOD plugin from GDScript to C# a while back to what the performance would be like between the two supported languages: https://blog.kronis.dev/articles/porting-the-godot-lod-plugi... (so language runtime performance itself doesn't matter that much)

    As long as you don't do too much number crunching every frame, you should be fine, especially if the engine itself does most of the heavy lifting. Of course, when it comes to the performance impact of interop between different languages, that might be a different story.

    But hey, it's not like challenges like that can't be overcome due to some inherent limitations, even the Unity game engine sees popularity of MoonScript (which runs Lua under the hood), as far as I can tell. And in regards to games in general, the whole S.T.A.L.K.E.R. game series used Lua for scripting, if my memory doesn't fail me.

  • First binary release of a LuaJIT based PluginScript for the Lua language \o/
    3 projects | /r/godot | 7 Sep 2021
    I get that PluginScript is not broadly used, as far as I know only Python uses it fully and there is a Ruby implementation that seems abandoned. Apart from that and the engine source code, I couldn't find much more documentation on the topic =/

What are some alternatives?

When comparing godot-lua-pluginscript and godot-ruby you can also consider the following projects:

nelua-lang - Minimal, efficient, statically-typed and meta-programmable systems programming language heavily inspired by Lua, which compiles to C and native code.

godot-python - Python support for Godot 🐍🐍🐍

luarocks - LuaRocks is the package manager for the Lua programming language.

dragonruby-zif - Zif: A Drop-in Framework for DragonRuby GTK

luakit - Fast, small, webkit based browser framework extensible by Lua.

apisix - The Cloud-Native API Gateway

mongo-driver-godot - Unofficial MongoDB driver for Godot Engine 3.3

lua - Godot lua API [Moved to: https://github.com/WeaselGames/godot_luaAPI]

gdnative-cef - Chromium Embedded Framework as Godot GDNative

GDevelop - :video_game: Open-source, cross-platform game engine designed to be used by everyone.

godot-kotlin-native - Kotlin bindings for Godot Engine