~/talk

Game Development and Ruby

Talkat RubyConf 2012 · 2012-11-01..11-03· [ruby, creative-coding]
slides:none on file

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.

AI-written summary · about

  1. 0:00Intro
  2. 0:20Andrew "Cad" Nordman
  3. 1:55History
  4. 5:47Example UnrealScript Code
  5. 8:36Unreal Development Kit (UDK)
  6. 10:21UnrealRb Problems
  7. 11:39Three Paths in Game Development
  8. 12:54Minimum Requirements
  9. 13:16Rubygame
  10. 14:19Anatomy of a Game with Gosu
  11. 14:55Gosu Barebones
  12. 15:42Blackjack - Initialize
  13. 16:31Resource Manager
  14. 18:34Game State Manager
  15. 18:56Primary Game Loop
  16. 19:22Entities
  17. 20:00Gamebox Structure
  18. 20:47Gamebox Stagehands
  19. 21:42Slick2D
  20. 22:18New Components
  21. 22:35Breakout Tech
  22. 23:50jMonkeyEngine Component
  23. 24:48Components of a Game Engine
  24. 25:08Ruby Engine Challenges
  25. 25:29Concurrency
  26. 26:01ZOMGTHREADS?!
  27. 26:47Cross-Platform Support with Ruby
  28. 28:33Cross Platform Idea
  29. 29:20OS Input Interfacing
  30. 30:10Memory Management
  31. 31:06Code Obfuscation
  32. 32:05Ruby as a Scripting Language
  33. 33:14Benefits
  34. 35:21mruby
  35. 38:07Engine Scripting Examples
  36. 39:13Ruby Engine Initiative
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