Game Development and Ruby
summary
Attempts to make Ruby a first-class UnrealScript replacement produce unreal_rb failed — the Ruby→UnrealScript cross‑compiler proved slow and incompatible, ending as a primitive DSL and then discarded. Practical paths shown: use libraries like gosu (C++ with SWIG, OpenGL) or higher‑level engines via JRuby (Slick2D, jMonkeyEngine), or embed a lightweight Ruby runtime. Major obstacles are GIL and concurrency, Windows support, GC/memory tuning and code obfuscation. Announces a C++ engine built around MRuby + OpenGL, with code to be released and documented.
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chapters (36)
- 0:00Intro
- 0:20Andrew "Cad" Nordman
- 1:55History
- 5:47Example UnrealScript Code
- 8:36Unreal Development Kit (UDK)
- 10:21UnrealRb Problems
- 11:39Three Paths in Game Development
- 12:54Minimum Requirements
- 13:16Rubygame
- 14:19Anatomy of a Game with Gosu
- 14:55Gosu Barebones
- 15:42Blackjack - Initialize
- 16:31Resource Manager
- 18:34Game State Manager
- 18:56Primary Game Loop
- 19:22Entities
- 20:00Gamebox Structure
- 20:47Gamebox Stagehands
- 21:42Slick2D
- 22:18New Components
- 22:35Breakout Tech
- 23:50jMonkeyEngine Component
- 24:48Components of a Game Engine
- 25:08Ruby Engine Challenges
- 25:29Concurrency
- 26:01ZOMGTHREADS?!
- 26:47Cross-Platform Support with Ruby
- 28:33Cross Platform Idea
- 29:20OS Input Interfacing
- 30:10Memory Management
- 31:06Code Obfuscation
- 32:05Ruby as a Scripting Language
- 33:14Benefits
- 35:21mruby
- 38:07Engine Scripting Examples
- 39:13Ruby Engine Initiative
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