Ruby game engine
Frederico de Oliveira Linhares <[email protected]>
| Newsgroups | gmane.comp.lang.ruby.general |
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| Message-ID | <CP2PR80MB3940FC47C9EAD99E9E8EF1BBE2450@CP2PR80MB3940.lamprd80.prod.outlook.com> |
Hello!
I am writing a 3D game engine, instead of writing it in C++ and making a binding I am doing it directly in Ruby. I never saw anything similar so I don't know if is a good idea and if is going to work. Until now it's working.
In my engine I have a code similar to this:
Engine::init do
character_mesh = Engine::Mesh.new("/path/to/mesh")
Engine::run
end
The 'Engine::init' initialize systems like Vulkan before executing the code block and finalize those systems after the code block exit. The problem is, I must ensure that 'Mesh.new' can be called only after 'Engine::init' and also ensure the garbage collector free the 'Mesh' after the code block and before my code that finalize Vulkan. What is the best approach to do it?
Note: the Mesh and the code that initialize and finalize Vulkan was entirely implemented in C/C++. I am not using Ruby Rice, I don't feel I need it.
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