~/talk

Ruby on Rails is a Game Engine

Talkat Rocky Mountain Ruby 2025 · 2025-10-06..10-07· [ruby-on-rails, creative-coding]
linkedin:woodardj
slides:none on file

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.

AI-written summary · about

  1. 0:00Introduction
  2. 3:27Talk goals and game engines
  3. 8:01Rebuilding a game with Rails after a decade
  4. 10:08Live demo of Galactic Impact
  5. 16:34Adding game features
  6. 17:36PostGIS for geometry
  7. 19:22RGeo for spatial math
  8. 20:25Sidekiq batches for background jobs
  9. 21:30Blocking input during updates
  10. 22:59Turbo Stream for real-time UI
  11. 24:43HTML summary and details
  12. 25:46Turbo Frame issues
  13. 26:28Raycasting with JavaScript
  14. 28:12CSV and rake tasks
  15. 28:53Recording battle outcomes
  16. 31:45SVG galaxy navigation
  17. 33:13Why Rails for games
  18. 34:16Closing thoughts
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