godot-ruby
dragonruby-zif
godot-ruby | dragonruby-zif | |
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2 | 5 | |
35 | 96 | |
- | - | |
0.0 | 5.8 | |
over 3 years ago | 9 months ago | |
Ruby | HTML | |
MIT License | MIT License |
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godot-ruby
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Building Games with DragonRuby – A free book on Ruby game dev
> 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.
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First binary release of a LuaJIT based PluginScript for the Lua language \o/
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 =/
dragonruby-zif
- I've tried DragonRuby and I can admit it's not bad. What annoys me about it is that the engine framework has to be programmed entirely so that more complex functions can be scripted. So I had to script the architecture I'm used to from the Godot engine.
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Building Games with DragonRuby – A free book on Ruby game dev
Brett, thanks for making this book! You've reinvigorated my interest in DragonRuby. I have a pro license that I haven't done much with; a couple jam "games".
I have a question about FLOSS that I haven't seen the answer to floating around. If I want to make a GPLv3 game, release, and sell it, what are the implications with using DragonRuby?
Is the recommended approach to ship the commercial packages with DragonRuby and have an open source variant running with zif[0]?
Any recommendations? Thank you again for the book!
[0] https://github.com/danhealy/dragonruby-zif
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Sprite Rendering Limits: Ruby (DragonRuby Game Toolkit) vs C# (Unity)
Here is link number 1 - Previous text "Zif"
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7DRL + Ruby = 🥳🥳
You might find this interesting WRT GUI libraries. It integrates with the game engine: https://github.com/danhealy/dragonruby-zif/blob/main/README.md
What are some alternatives?
godot-python - Python support for Godot 🐍🐍🐍
dragon-game - Dragon Vs Dragon Game
godot-lua-pluginscript - Godot PluginScript for the Lua language, currently based on LuaJIT's FFI
dragonruby-game-toolkit-contrib - Parts of DragonRuby GameToolkit source released under MIT license.
fifteen-puzzle-dr
scale - Framework with conventions and utils for DragonRuby Game Toolkit
FelECS - The Engine Agnostic ECS Ruby Framework
robospider_reckoning - 2D top-down action game made by the DragonRuby community as part of an exquisite corpse jam
xeno.test - Prove you're not human (20 Second Game Jam submission)