dragonruby
This skill guides writing idiomatic, performant DragonRuby GTK (DRGTK) game code. DragonRuby uses a 60fps game loop, a bottom-left coordinate origin (1280×720), and flows everything through the args object passed to tick.
Sub-skills
For specialised topics, use these companion skills:
/dragonruby-rendering— render targets, cameras, HD/lowrez, pixel arrays, advanced sprites/dragonruby-audio— spatial audio, procedural synthesis, beat sync, crossfading/dragonruby-3d— 3D rendering, raycasting, Mode7, matrix math, VR/dragonruby-pathfinding— A*, BFS, flood fill, quadtrees, spatial queries/dragonruby-ui— UI controls, menus, scroll views, accessibility, input remapping/dragonruby-platformer— platformer physics, action states, cameras, level editors
Project Structure
Each game gets its own unzipped copy of DragonRuby — never share the engine binary across projects.
mygame/
app/
More from nitemaeric/dragonruby-skills
dragonruby-ui
UI controls in DragonRuby GTK — buttons, checkboxes, toggles, scroll views, menus, input remapping, tooltips, progress bars, accessibility. Use when building game menus, HUDs, settings screens, or in-game UI widgets.
6dragonruby-audio
Advanced audio in DragonRuby GTK — spatial audio, procedural synthesis, beat synchronisation, crossfading, audio queues. Use when the user asks about DragonRuby music, sound effects beyond basic playback, rhythm games, or generated audio.
5dragonruby-yard
Set up YARD documentation and Solargraph LSP autocomplete for DragonRuby GTK projects. Use when the user asks about IDE autocomplete, type support, Solargraph, or editor integration for DragonRuby.
5dragonruby-rendering
Advanced DragonRuby GTK rendering — render targets, cameras with world/screen space, pixel arrays, HD/lowrez resolution, thick lines, blendmodes, viewport culling, tiling textures. Use when the user asks about advanced visual effects, camera systems, or rendering performance.
5dragonruby-3d
3D graphics techniques in DragonRuby GTK — raycasting, Mode7 floor projection, matrix transformations, wireframe rendering, sprite-based 3D, VR patterns. Use when the user asks about 3D visuals or pseudo-3D effects.
2dragonruby-pathfinding
Pathfinding algorithms in DragonRuby GTK — A*, BFS, flood fill, priority queues, spatial hashing, quad trees, line-of-sight. Use when the user asks about enemy AI navigation, movement grids, or reachability.
2