MRubyD: A new mruby virtual machine implemented in pure C#
29 comments
·March 23, 2025evolve2k
> “.. to ensure seamless integration with C#-based game engines.”
Which game engines do they probably have in mind?
unclad5968
The author has several other repos that are libraries for unity, so probably that, but it's just a VM so it could be any of them.
Stride is the only C# implemented engine I'm aware of, but I'm sure there are others.
pjmlp
At least all of these,
https://dotnet.microsoft.com/en-us/apps/games/engines
And Capcom's own fork, used on Devil May Cry for the PlayStation 5.
"RE:2023 C# 8.0 / .NET Support for Game Code, and the Future"
https://www.youtube.com/watch?v=tDUY90yIC7U
It took a while since Arena Wars was published in 2004, but eventually it took off.
dismalaf
All the big engines have C# scripting, so a scripting language for your scripting language?
Rohansi
I wouldn't really classify C# as a scripting language even if some of those engines say it is. The main criteria (IMO) of a scripting language is to be easily embeddable and C# is not.
voidUpdate
Unreal has C# scripting? I've only seen it having blueprints and C++
jayd16
More like IL as the, well ... intermediate language.
ROFISH
The author mentioned Unity in the README, but every other game engine I know requires NativeAOT support. I hope it doesn't run into the limitations of NativeAOT otherwise it's just Unity-only.
Rohansi
Even Unity games compile AOT via IL2CPP. It's optional on PC/macOS but required for most other platforms. The only real reason games may not build with it enabled is if they want to allow modding via IL decompilation.
hokumguru
Monogame is still huge with indies too AFAIK
null
null
Wow, if I am understand this right, this relies on the bytecode outputted by MRuby. So it's not yet another Ruby implementation in that sense. What a fun project!