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> 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.
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
I can definitely help you here! The code you write is yours to license as you please. So you can release the source for your game under GPLv3, you just can't distribute the engine alongside the source. Someone would have to own the engine and use your source alongside it to contribute to your game. You can compile and sell your game as you normally would, of course!
Here's an example of one of my games that is released under the Unlicense: https://github.com/brettchalupa/XENO.TEST & https://book.dragonriders.community/source-control.html#a-no... walks through how to do that
Zif is an open source community library for DragonRuby Game Toolkit that gives you a lot more classes and structure, if you so choose to use it. So it's not an "instead of" but rather a library you can drop into your DragonRuby Game Toolkit game.
While DragonRuby GTK is not FLOSS, your code is your code, and it's built upon mruby, llvm, and SDL, so it's got a really strong FLOSS core. I'm not a license expert tho, now that I write all this.
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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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Sprite Rendering Limits: Ruby (DragonRuby Game Toolkit) vs C# (Unity)
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The result of a 13 person game jam where each person worked on the game 1 week at a time: RoboSpider: Reckoning
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Single Player 2d top-down zombie survival shooter game. In development.