HN user

amirrajan

422 karma

Indie Game Developer. Creator of The Ensign, A Noble Circle, and #1 iOS Game: A Dark Room. :wq

[ my public key: https://keybase.io/amirrajan; my proof: https://keybase.io/amirrajan/sigs/vTvNvCPeqjQN_n88TcbRK5Q0OtHsP3n0zIo1-Q66KaI ]

Posts28
Comments79
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dragonruby.itch.io 1y ago

DragonRuby Game Toolkit hits v6.0

amirrajan
46pts2
www.patreon.com 4y ago

Show HN: Oculus Quest game dev using Ruby

amirrajan
2pts1
dragonruby.org 5y ago

Show HN: DragonRuby Game Toolkit

amirrajan
234pts141
fiddle.dragonruby.org 6y ago

Show HN: Game Engine Using LLVM and Ruby (XPlat Including WASM)

amirrajan
11pts0
github.com 7y ago

Surviving the App Store

amirrajan
118pts22
blog.tapdaq.com 10y ago

The App Store Ranking System: How to Hit #1

amirrajan
4pts0
agilitree.herokuapp.com 10y ago

Show HN: Agilitree – The Todo List for Vim Users

amirrajan
3pts0
amirrajan.net 12y ago

How I Clawed My Way to the #1 Spot in the US App Store

amirrajan
3pts0
amirrajan.net 12y ago

A Dark Room iOS dev log: what it took to make, its rise to top 10 RPGs, its fall

amirrajan
1pts0
gamasutra.com 12y ago

A Dark Room's unique journey from the web to iOS

amirrajan
2pts1
helenlewiswrites.tumblr.com 12y ago

We're all famous now.

amirrajan
1pts0
itunes.apple.com 12y ago

I ported the minimalist text adventure we all know and love, A Dark Room, to iOS

amirrajan
7pts2
amirrajan.net 12y ago

If You Are *Reading* This, You Are Not Blind

amirrajan
2pts0
amirrajan.net 12y ago

NodeJS by Example

amirrajan
2pts0
amirrajan.net 12y ago

A letter to the fans of A Dark Room

amirrajan
3pts0
vimeo.com 12y ago

Show HN: We built a video game for Node Knockout 2013

amirrajan
2pts0
news.ycombinator.com 12y ago

Ask HN: have an idea of "Twitter for developers", thoughts?

amirrajan
2pts5
amirrajan.net 12y ago

My thoughts on TDD. How to get started. How to improve the dialog.

amirrajan
1pts0
amirrajan.net 12y ago

Perception is Reality - .Net OSS is DOA

amirrajan
6pts6
github.com 12y ago

Learn by doing: App built using Node, Express, Angular, Redis + deployment docs

amirrajan
1pts0
github.com 12y ago

Show HN: Sortis - A Twitter client for power users, and a springboard for devs

amirrajan
1pts0
amirrajan.net 12y ago

GTD - Genin Tsuikyu Dammit

amirrajan
1pts0
amirrajan.net 12y ago

The Microsoft Manifesto

amirrajan
2pts0
amirrajan.net 13y ago

Why So Mean?

amirrajan
1pts0
amirrajan.net 13y ago

Rebooting Life

amirrajan
1pts0
amirrajan.github.io 13y ago

Show HN: Stack Trace Visualization for C#/.Net

amirrajan
2pts3
amirrajan.github.com 13y ago

Show HN: Oak - dynamic C# and ASP.NET MVC (Rails Inspired)

amirrajan
16pts5
amirrajan.github.com 13y ago

Feedback wanted on OSS: Oak - Dynamic ASP.NET MVC (Ruby on Rails inspired)

amirrajan
1pts1

Late reply, but maybe it’ll be useful to other people coming across this post.

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

Creator of DragonRuby here. Send me an email and I’ll hook you up with a license to the game engine :-)

at[at]amirrajan[dot]net

I’m not sure how to respond frankly. You claimed my statements were ignorant. So in response, I provided a source that I agree with wholeheartedly. And a HN comment thread that provides even more criticisms.

I mean, I can add to what’s already been stated. But I’m not sure it’ll really help further the conversation. Especially when it’s being dismissed as “not nearly as bad”. So... yea.

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.

From an apples to apples standpoint. What you're seeing in the video is DragonRuby Entities vs Unity GameObjects (with full functionality).

They look like particles yes, but the intent was to show the creation of fully featured constructs (not a demonstration of "fire and forget" particles).

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.

Are there enough Ruby devs to sustain this?

So far so good. We’ve been in business for nearly a decade now (with the game engine going onto year 3).

Unity, Unreal, React Native game engine, or one of the other (thousand) game engines out there?

Well our ability to deploy to console eliminates most engines as competitors/options. Unreal is a fantastic engine for 3D games. Unity is... well... not that great to be honest.

Other differentiators are on the site.

I totally understand the need for Android support back then (and to your point should have happened sooner).

With regards to relevancy, RubyMotion is built on top of LLVM. With regards to Ruby the language itself, it's been around for decades and won't be going anywhere (granted the same can be said for JavaScript).

I'm waiting to see how web assembly will shake things up.

Best of luck to you man (I genuinely mean that). And if you ever decide to come back to RM, I'll be here to help :-)

When are you going to open source?

- Build, project templates, dynamic bindings generation (BridgeSupport) have all been open sourced.

- The repl is targeted to be open sourced in Q1 2019.

- The parser is targeted to be open sourced in Q2 2019.

- The rest is TBD. But I bought the website domain dragonruby.org :-D

Owner/CEO/Steward of RubyMotion here.

1. Laurent did sell RubyMotion off (to basically retire). He sold it to me. The guy that built the mobile adaptation of A Dark Room with RubyMotion (which hit the number one spot on the AppStore _and_ the number two spot on Google Play).

2. Since the acquisition, there have been monthly updates to the platform, and measures to slowly open source RM under a _sustainable_ open source model.

3. I have since released 4 other apps using RubyMotion. Combined they have approximately 3.5 million downloads.

4. RubyMotion is _actually_ native (unlike React Native).

5. RubyMotion is definitely not cool anymore. It's battle-hardened, "just works", fast (faster than Swift in fact), and can leverage all the existing Android and iOS libraries out there (which React not-Native can't do out of the box).

6. Email me and I'll hook you up with an Indie license <3.

This has been a big regret of mine. I should never have preceived anyone in a 9 to 5 that way. And as mentioned above, there is nothing wrong with a 9 to 5 (dice or no dice). It’s a prefectly valid course of action to pursue the more important things in life.

Thank you for the well wishes. You'd be surprised at how small/close knit the game dev communities are (come to TouchArcade's after party at GDC and say hello to figuratively every indie worth their salt).

There isn't really a company that any of use work for per se, but "all" of us are collaborating in one way or another to make sure we succeed collectively. It's pretty great, but you have to have the battle scars to join (actually you just have to bring cool laptop stickers to the party and we'll tell you all of our war stories in great detail).

his apparent lack of curiosity about exactly how his first and only lucky break took place

I completely agree. It's not like he wrote a 300 page book on the whole ordeal or anything. He didn't spend those 300 pages trying desperately to dissect every single day, tweet, email, news post, and website write up between 11/17/2013 and 04/13/2014. Nor did he try to analyze his other assets/how they correlated back to A Dark Room. Now... if he put that kind of effort into understanding A Dark Room's meteoric rise, then maybe his subsequent endeavors would have succeeded. At least he would have been more deserving of those successes.

The instructor stress them to get a job.

This is really good advice. Additionally I'd say don't bet the farm. Some times the best you can do is be that rock/stepping stone for your kin to build a legacy with.