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davidslv

Re:Show HN: Knowledge graph skill for Claude/Kimi Code on Sunday July 19, 2026 @03:05PM (#48970840)
Interesting read, but I keep finding that these are well intended but rarely the solution. On your words: "Bad requirements produce bad code reliably."

This is a different problem to solve, but clearly is saying "garbage in, garbage out". To me this seems more cultural education.

Author here. This started as a hobby attempt to understand Codemasters' old driving AI, which had received quite a few interesting game reviews at the time. Which meant first reading their "BIGF" archive format. The surprise was Ruby: String#unpack is basically a fast, C-backed binary parser hiding in the stdlib, and the whole reader is dependency-free. Repo (MIT): https://github.com/davidslv/bigf

Honest note: AI-assisted throughout — I steered and verified every claim against the bytes. No game data committed; tests synthesise fixtures from the documented format.

I spent 5 years building a roguelike game in pure Ruby (no game engines) to explore Entity-Component-System architecture and event-driven patterns outside of typical Rails applications.

Full disclosure: The project benefited significantly from AI assistance in the later stages to keep momentum going while balancing a full-time job and family. I used AI as a coding partner - I made all architectural decisions, reviewed every change, and stayed in control of the direction. It let me focus on the interesting problems (ECS design, event systems) rather than grinding through boilerplate.

The game runs entirely in the terminal and uses the same architectural patterns we use in production web apps - ECS for entity management, pub/sub for events, observer patterns for game state.

Why Ruby? Honestly, because it's the language I know best, and I wanted to prove you could build a game without reaching for Unity, Godot, or even a Ruby game library. It's all vanilla Ruby.

The codebase is fully open source and I've also written a book about the process (5 years in the making) that walks through the architecture decisions: https://www.amazon.com/Building-Your-Own-Roguelike-Hands-ebo...

Technical highlights:

- Entity-Component-System from scratch - Event-driven game loop - No dependencies (just Ruby stdlib) - Runs in the terminal

I'd love feedback from the HN community, especially on the architecture patterns. Happy to answer any questions about the implementation.

Thank you, davidslv

Show HN: Vanilla Roguelike – My 5-Year Solo Ruby Project Now OSS

https://github.com/Davidslv/vanilla-roguelike

After 5 years of solo development, I'm opening up Vanilla Roguelike, a turn-based roguelike written in pure Ruby.I belive it demonstrates Ruby's strengths in game dev, with procedural maze generation (algorithms like Binary Tree and Recursive Backtracker) and an ECS (Entity-Component-System) architecture for modularity.Current state: It's a work-in-progress.Mechanics are limited (e.g., you can...

( Read More... | no comments | 2 points | on HN )
Re:Incomplete Roguelike game written in Ruby on Wednesday October 19, 2022 @01:05AM (#33257952)
I've been working on writing a roguelike game in ruby, without using any external libraries.

It's not really a complete game at this stage, all you can do is travel through the randomly generated mazes once you hit the stairs.

I thought I would share as I have been struggling for time to do further features.

Any feedback is appreciated, feel free to have a look around and contribute if you so wish.

Re:GoPro's CEO honors a costly promise on Friday May 15, 2015 @04:46AM (#9549535)
I just read the article, I don't know much about the subject, but I find myself feeling really good about someone honouring the contract, even more a verbal one, I wish more people could honour theirs. I think the moral of this story is: honour your word.
Re:Twitter, but without code on Wednesday May 13, 2015 @09:52AM (#9538891)
I totally agree with you, the website is really slow, most likely because it ended here...
Re:Twitter, but without code on Wednesday May 13, 2015 @09:47AM (#9538864)
is only me having a slow experience? The concept is actually very interesting, it really makes it very easy to build websites for small businesses.
Re:How Eve Online went to the edge of apocalypse and back on Wednesday May 13, 2015 @07:39AM (#9538167)
Wow, I've never see that one, it just makes me feel like playing it right now :D
amazing work, I always dreamt about having a world map in one of my future house walls, thanks for sharing, I will definitely come back to your article at some point.
Re:WikiLeaks publishes 30,000 leaked Sony documents on Friday April 17, 2015 @06:09AM (#9393274)
That's why I'm asking to people who care, because I'm not getting the picture.
Re:WikiLeaks publishes 30,000 leaked Sony documents on Friday April 17, 2015 @04:20AM (#9392876)
What's the big deal? Why do you care about those documents so much? They all seem really meaningless, but maybe I'm missing the point... someone enlighten me?
how about someone take the place and don't let this die ?
Re:Tubes vs. Torrents: The Ethics of Piracy on Thursday March 12, 2015 @01:28PM (#9192323)
why couldn't you put a NSFW tag? is that asking too much? Thanks for the awkward office moment.
Re:Show HN: JS library to make your website instant on Sunday February 09, 2014 @07:17AM (#7205288)
I couldn't manage to see anything special.
Re:Show HN: Unbabel API – Human Corrected Machine Translation on Thursday January 30, 2014 @03:27PM (#7153141)
I wish you guys the best :)
Re:Stay on top of Github pull requests with Trailer.app on Friday January 24, 2014 @06:53AM (#7114483)
I'm very happy to use this app to be honest this just improved a lot how we keep track of our PR's across all the repositories that we currently have.
Re:Ask HN: I'm building one HTML5 game per week, need feedback on Tuesday January 14, 2014 @11:42AM (#7057992)
Very cool, i like this one http://www.lessmilk.com/3/