Ruby on Rails is a Game Engine
summary
A turn‑based MMO built with Ruby on Rails called Galactic Impact runs game turns every three hours using Sidekiq batching to parallelize resolution and handle roughly 200,000 unit jobs a day, stores YAML before/after serialization of units to rehydrate objects and use ActiveRecord dirty tracking for after‑action reports, uses PostGIS geometry queries and convex‑hull calculations for efficient 2D map range checks and spawn placement, renders interactive dynamic SVG tied to Stimulus targets (pickwhip style), and delivers snappy UI via multiple turbo‑streams and lazy turbo‑frames inside details/summary.
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chapters (18)
- 0:00Introduction
- 3:27Talk goals and game engines
- 8:01Rebuilding a game with Rails after a decade
- 10:08Live demo of Galactic Impact
- 16:34Adding game features
- 17:36PostGIS for geometry
- 19:22RGeo for spatial math
- 20:25Sidekiq batches for background jobs
- 21:30Blocking input during updates
- 22:59Turbo Stream for real-time UI
- 24:43HTML summary and details
- 25:46Turbo Frame issues
- 26:28Raycasting with JavaScript
- 28:12CSV and rake tasks
- 28:53Recording battle outcomes
- 31:45SVG galaxy navigation
- 33:13Why Rails for games
- 34:16Closing thoughts








