~/talk

Building a Commercial Game Engine using mRuby and SDL

Talkat RubyConf 2022 · 2022-11-29..12-01· [ruby, creative-coding]
slides:none on file

A commercial cross‑platform engine uses mRuby and SDL to embed Ruby bytecode into C, hot‑load game code, and target wasm, Switch, Steam Deck and mobile; the runtime compiles Ruby to bytecode, invokes a 60Hz simulation tick from C, and offloads rendering to hardware to achieve 20,000 sprites at 60fps and 1,500 many‑to‑many collisions at 60fps; the full engine ships as a 4.5 megabyte runtime and the demos and hot reload work in practice.

AI-written summary · about

  1. 0:00DragonRuby engine intro
  2. 3:10Live engine demo
  3. 4:58Ruby vs Unity performance
  4. 5:19SDL engine foundation
  5. 6:43Embedding mruby cross-platform
  6. 8:05Ruby in the game loop
  7. 9:31Core game API design
  8. 11:18DragonRuby runtime
  9. 13:26Expanding mruby library
  10. 14:29Toolchain and deployment
  11. 15:31Firestorm CLI intro
  12. 16:33Optimizing mruby with LLVM
  13. 17:57Community innovation
  14. 19:47Q&A performance & Unity
  15. 21:33Games with DragonRuby
  16. 23:42Getting started
  17. 26:57VR with DragonRuby
  18. 28:41Workflow and hot reloading
  19. 30:07Closing
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