RubyConf 2022: Building a Commercial Game Engine using mRuby and SDL by Amir Rajan
Vložit
- čas přidán 5. 02. 2023
- What does it take to build a cross platform game engine in Ruby? How do you render to the screen? How is the simulation and rendering pipeline orchestrated? Why is Ruby a viable option is to begin with? These questions and more will be answered by Amir. Be a part of this renaissance and see how Ruby can be used for so much more than server side web development.
- Věda a technologie
An absolute epic talk on Ruby. Well done Amir. This really highlights the power of ease of use with Ruby lang.
Great conference we are lucky to have Amir and dragonruby toolkit. Im considering making a game in because it seems very pleasant to code in. Keep going dragonruby.
Hopefuly with Unity's recent blunders, more devs and studios will open their eyes to alternatives. DragonRuby is by itself an amazing work of art, but most importantly, an underestimated canvas. Keep it on, Amir.
Great talk! I bought the Pro license just to support you. I am also jealous of the stickers :). See you around in Discord.
Thanks for the support. I really appreciate a lot. Ruby is going to take over the game dev world :-)
I’ve been trying to get started with the engine but I always hit a wall and leave. I haven’t checked if there are more tutorials on it now or not, but I hope that more people use it even if I don’t fully understand it.
Typical Amir 😅👍.
I swear I’m good at the Flappy Bird game 😅
🔥❤️
20k sprites at 60 FPS???? How???... was it written in ASM????
That's actually slow. You can get about 10 times more by batching. Transform all your sprites on cpu and put them into a triangle array that you hand over to SDL_RenderGeometry() that you just call once per frame (or as many times as you have batches).
@SnakeEngine thats low level stuff or static stuff i dont do... try doing that in high level.. it wont happen
Unity can easily render 20000 sprites at 60fps. Those blows on Unity were pure nonsense.