|
|
|
|
|
by jb3689
1286 days ago
|
|
My experience with DragonRuby was really poor. I was dismayed how restrictive it was (e.g. with libraries). Images were particularly painful and I was annoyed that the toolkit couldn't dynamically resize them for me (nor could I pull in ImageMagick). Perhaps it was trying to deal with sprite sheets and having to hardcode pixel offsets. Yes, it uses Ruby syntactically, but it doesn't feel like Ruby to me as far as ecosystem and productivity go. This was a few years ago - maybe this has changed. I probably wouldn't give it another go, but I'd love to see something built in DragonRuby hosted online to see what it can do. Godot, while not perfect, fit my expectations better. I found myself simply using the prebuilt abstractions I was already building by hand in DragonRuby. Things mostly work. When it came time to cross-compile for hosting on itch.io, I was really delighted by how easy it was to get my games in front of people. That quick feedback loop got me hooked for a while. |
|
And then I went to check out the DragonRuby and RubyMotion websites and it turns out that DragonRuby IS RubyMotion.
Kudos to the team for building something clever but I'm not falling for that one again.