Ever write a video game in ruby?

Has anyone ever written a video game in ruby, of similar technological
complexity to e.g. a typical Super Nintendo game?

Did it run fast enough?

Hello,

I have an in mind project to use ruby to control my graphic routines (made in
C++ & asm). The thing I don’t know now is if I’ll embed ruby in my library or
make my library a module of ruby. I wont make it 100% ruby as it would be
extremelly slow. I’m really busy just now until November, then we could try
to make some “jump and run” little game to test as I already have sprite
routines and some effects needed for it.

Tell me want you want to do and if I could help you (I’m mostly a 2D graphics
programmer)

Bye

···

On Thu 24 Oct 2002 06:10, Philip Mak wrote:

Has anyone ever written a video game in ruby, of similar technological
complexity to e.g. a typical Super Nintendo game?

Did it run fast enough?


Javier Fontan Muiños
jfontan@cesga.es
CESGA, Supercomputing Center of Galicia

Well, just be careful about the effect from the Ruby gc; we don’t want a
video game that is paused from time to time, when the gc is doing its job
(marking and sweeping for… the number of micro/milli-seconds will depend
on the actual number of Ruby objects).

For example, see the threads starting at

http://www.ruby-talk.org/04407 - Real world performance problems
http://www.ruby-talk.org/34631 - Object/Memory Management
etc.

I don’t know when Ruby generational gc will be available.

Regards,

Bill

···

Philip Mak pmak@aaanime.net wrote:

Has anyone ever written a video game in ruby, of similar technological
complexity to e.g. a typical Super Nintendo game?

Did it run fast enough?

A bit of self promotion: http://froukepc.dhs.org/rudl/ :slight_smile:

Most of the processing happens in the library I wrapped (SDL), not
Ruby itself. However, things like drawing maps depend heavily on
loops. Those are slow, but I’m going to write some C helpers for that
for RUDL 0.8. Try the Crapola sample, it runs perfectly on my 1GHz
machine.

(The Pong sample is broken on many machines due to a stupid bug that
is already fixed for 0.8)

Has anyone ever written a video game in ruby, of similar technological
complexity to e.g. a typical Super Nintendo game?

Did it run fast enough?

En “kat” schrijf je niet met een “o”!

I know people who have written little action games in Python, and I
expect the same thing can be done in Ruby (and more easily because of
the nice C interface). Although I’m not sure why such simple game logic
as exists in these games requires the power and flexibility of Ruby.

I’m writing a game which makes heavy use of Ruby to script all its
plot-and-dialogue-heavy activity. I currently have a demo where you can
walk around a map. Most of the data including the map structure is
stored in Ruby data structures, and is only queried and drawn from the C
library. It’s fast enough but only just. It’s probable that I could make
it more efficient but I’m currently more interested in implementing the
game’s features.

I have an in mind project to use ruby to control my graphic routines
(made in C++ & asm). The thing I don’t know now is if I’ll embed ruby
in my library or make my library a module of ruby.

I’m currently using the latter approach and it seems to work well.
Because the C library can define Ruby modules, methods and data
structures it can provide plug in replacements for equivalent Ruby
modules, for time-critical code.

···


Greg McIntyre
greg@puyo.cjb.net
http://puyo.cjb.net

It’s more than “little action games”; significant parts of
Irrational’s Freedom Force were written in Python, and Python is the
modding language. I seem to recall that there’s at least one other
commercial game out there that is using Python for its scripted
events and at least some of its customization.

-austin
– Austin Ziegler, austin@halostatue.ca on 2002.10.24 at 12.57.04

···

On Thu, 24 Oct 2002 18:58:49 +0900, Greg McIntyre wrote:

I know people who have written little action games in Python, and
I expect the same thing can be done in Ruby (and more easily
because of the nice C interface). Although I’m not sure why such
simple game logic as exists in these games requires the power and
flexibility of Ruby.

But in Python (at least the original/old version) the gc is based on
reference counting and not mark & sweep… :slight_smile:

Regards,

Bill

···

Austin Ziegler austin@halostatue.ca wrote:

It’s more than “little action games”; significant parts of
Irrational’s Freedom Force were written in Python, and Python is the
modding language. I seem to recall that there’s at least one other
commercial game out there that is using Python for its scripted
events and at least some of its customization.

It’s more than “little action games”; significant parts of
Irrational’s Freedom Force were written in Python, and Python is the
modding language.

You’re right! Credit where credit is due. I got the impression that
Freedom Force was very well constructed and was impressed and pleased to
see that Python dll sitting there when I first installed the game.

I think this sort of thing is good for the games industry and good for
Ruby too, if not directly.

···


Greg McIntyre
greg@puyo.cjb.net
http://puyo.cjb.net