In the event that Godot becomes insolvent, the engine loses the ability to export to console. You must have a business entity to get access to those parts of the SDK. Losing the ability to go to console is a massive hit to the viability of the engine.
Unity’s implementation of C# is subpar to say the least. Watch the YouTube video, it demonstrates DragonRuby’s speed vs Unity. We can render twice as many sprites and are 1/8th the size.
We also expose C Extensions to the end user if they what blinding fast performance for critical paths.
Unity does also support C extensions... But due to cross platform mess it is not so popular (i guess).
> double the amount of sprites
It sounds a bit low?
My experience is that with instancing and 2d array textures (2d games usally uses spritesheets) can be much much faster then 2x. I would guess 20x-200x faster than unity.
Huh, number of sprites per frame has little to do with the speed of C# in Unity. If anything it shows that Unity's default sprite renderer is inefficient.
You have any data to back up that claim? Unity C# is very fast; especially, if compiled to IL2CPP. Your video doesn’t prove anything. Make a lot of moving transform hierarchies and see how they compare. Unity sucks at this, but I bet it will still outperform In your tests.
There’s four of us in the partnership (Ryan just handles the core xplat stuff). And we are leveraging a lot of OSS foundational components SDL, mRuby, LLVM.
I'm not a game dev, but I just want to say thanks for working on this. I empathize and also don't quite understand how the "let's shit on ruby" sentiment spreads even to this, and I was pleasantly surprised to see Among Us is built on dragonruby!
I always love to see ruby's focus on developer productivity being spread, and if I decide to take a crack at making a game, I'll be sure to check this out.
itch.io isn't exclusive to ruby games, it hosts games made in any engine. above commenter is correct, Among Us was made in Unity https://innersloth.itch.io/among-us hit more info to see the engine details
1. mRuby is trivial to embed.
2. S7 Scheme is also trivial to embed.
3. LuaJIT will not work on consoles (proprietary CPU architectures), and JIT isn’t supported on iOS or Android. You have to use vanilla Lua.
4. Lua has historically been the default because it was first to provide a nice embed story.
5. Lua as a language leaves a lot to be desired (Ron Gilbert really disliked using it within his games)
6. This gist post goes into details wrt the deficiencies of Lua [1]
7. Here are two GH repos with Roguelike Tutorial. One in Lua [2], the other in mRuby [3]. It’s worth comparing and contrasting.
8. If I want extremely performant code, then I drop down to C. For scripting level/game code. mRuby is plenty fast [4].
[1] https://gist.github.com/amirrajan/2c42315ffef311600ecb2d8dcf...
[2] https://github.com/Lycea/Rogue/tree/master/components
[3] https://github.com/kfischer-okarin/roguelike-tutorial-2021/t...
[4] https://m.youtube.com/watch?v=MFR-dvsllA4