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