Ray, a Ruby game library
mon-ouie.github.com
mon-ouie.github.com
The one thing that always concerns me with Ruby engines, however, is distributing the un-obfuscated ruby files with a game. In a single player game, with no online leader-boards or other concerns of cheating it's fine. But in a game where someone might be tempted to cheat this just makes it too easy. I know obfuscating / compiling code isn't very strong security against cheating but it's a huge step up from distributing source files ready to be edited.
Engines like Love2D (maybe other Lua based engines too, I haven't tried) allow you to compile your lua scripts and distribute the compiled versions.
With Ruby I guess the options would be to make a Java game engine with JRuby then you're just distributing JVM bytecode. Or maybe building a native engine in c (like this one) but including Rubinius to run compiled Ruby code. Rubinius has a blog post suggesting that this should be possible (http://rubini.us/2011/03/17/running-ruby-with-no-ruby/)
I'd love to see a game engine on Ruby with code obfuscation built in.
EDIT: I guess not http://redmine.ruby-lang.org/issues/971 Anybody know why this was closed?
Regardless, think seriously about putting collision/physics on the front page, because I certainly use it as an evaluation criteria.
Plus, I'm a little disappointed by rectangles-only collisions. Space partitioning? SAT based collisions aren't bad either, even if they can't deal with fast rotation well. And it's a bummer to have to re-write all that for every engine.
http://rubygame.org/blog/2011/07/12/the-new-rubygame-org/#mo...
So it is good to have an alternative available.
Good to see more people working to combine Ruby and game development.