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MRubyD: A new mruby virtual machine implemented in pure C#

Alifatisk

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!

evolve2k

> “.. 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.

https://en.wikipedia.org/wiki/Arena_Wars

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.

mastax

Unity, surely.

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

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