Ruby on Rails is a Game Engine
Jonathan Woodard • Boulder, CO • Talk

Date: October 06, 2025
Published: not published
Announced: unknown

Developing a turn-based web MMO using Ruby on Rails has led me through some outrageous corners of the framework's capabilities, plus required building a few fun hacks and some HTML tricks I've never seen anywhere else.

My game, Galactic Impact (https://www.galacticimpact.com), is styled on 90s "Space Empire 4X" games: "Master of Orion", "Pax Imperia", and their ilk. It invites Users to command a fleet of ships across a two-dimensional map of stars to explore, populate, and develop worlds, while engaging in diplomacy or hostilities with other players.

To power "game-like" user experience expectations, here are a few places I've left the beaten path of standard CRUD Apps, where Rails has cheerfully followed: extensive use of dynamic SVG, YAML serialization for combat reports, Sidekiq batching for game-turn resolution, a blend of integer and UUID PKs, turbo-streams for snappy UI, PostGIS for geometry-based queries, and many more tricks.

In this talk, we'll take a journey exploring how a series of game-oriented "Product Needs" led to each "Unexpected, but still Railsy, solution". Hopefully you'll leave with a newfound appreciation for Rails' flexibility, and if you've ever been interested in developing games, maybe it will inspire you to build with the tools you already know.

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