I know there's working being done on GosuAndroid, but has anyone tried to get it working on Ouya? It's essentially just like any other Android device, so I presume it wouldn't be too much different. I'm thinking of getting one, and was wondering if I could target it with Ruby+Gosu games. Has anyone given it a try, or will I be the first once I get one?
I am serious about the Gosu/Android port for C++, but I have no plans for Ruby so far. If you can find a Ruby implementation that works on Android/Ouya, I'll gladly look into a port, I have two Android devices and friends with an Ouya anyway. :)
C++ would be fine. Has it been tested on an Ouya at all? I'm not trying to push you along, just curious. I'd love to make some games/demos for it and help get it working, or at least help discover what's broken.
I saw Ruboto, but it looks like it uses JRuby as a middleman.
I was offline for a bit, sorry for the long delay!
The Android port is not even "beta" quality yet - some glue lives in the Gosu git repository already, some stuff is in the mess of a game's git repository on my desktop, some is planned. The biggest issue is that I have no idea how to wrap up a C++ library for Android so that people would want to use it anyway (especially if it needs some Java glue). I miss something like Rubygems for Ruby, or Xcode projects/Cocoapods for iOS.
If you have any insight in what would be the best solution for Android/Ouya gamedevs, please let me know :)
What exactly makes it so difficult to run Ruby under Android?
Nothing really, just there doesn't exist a direct Ruby implementation yet. There's Ruboto, but that's JRuby. JRuby isn't really Ruby in the direct sense, it compiles to Java bytecode and runs on the JVM I'm pretty sure. I could be way off base, though.
IMHO, JRuby is much closer to being a 'real' Ruby than RubyMotion on iOS is - the latter has to jump through quite some hoops to comply with Apple's rules on dynamic libraries, JIT and the lack of a system-wide garbage collector.
I've heard that the biggest issue with Ruboto (besides the name :P) is its LONG startup time. But even that doesn't sound like a convincing argument against writing games in it... I really have no idea why there isn't more interest in Ruby on Android :(
The startup time for any nontrivial application with Ruboto is pretty bad. It's bad enough to be a deal breaker for me.
Plus it's really difficult to debug because you end up with really big stack traces that include jruby internals (think of what Ruby on Rails stack traces look like) and it's often not clear where the error has actually originated in your code. I don't know whether this is a jruby problem or a problem with Ruboto's glue code.
Ruboto doesn't feel like a finished product to me, more of a proof-of-concept.
JRuby on a gaming console is indeed curious.
JRuby's own startup time made me drop it even for Rails dev...and that was in 2007 (I think). It's crazy that this hasn't been ironed out yet :)
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