I think the author's problem is not choice of language, but rather choice of architecture. He notes that he was passing a lot of float objects between Ruby and C, eating up valuable garbage collection time. The problem here is not the bridging of Ruby to C, but rather the wrong choice of data structure and design. Ruby should pass high level requests to the (C-based) rendering backend; instead of passing "push a vertex at (1,2,3)", the requests should be like "draw a spaceship at (1,2,3) flying forward with velocity vector (1,1,0)". The means you're going to be writing the core of your game in C, but things like AI and level design will all be handled in Ruby. (I think pretty much every commercial game works like this.)
Another thought is to treat simulation and drawing as separate concerns. Every 1/60th of a second, interrupt the simulation and draw the current state to the screen. This means that you can do things that take more than one frame to calculate without reducing the framerate. (Does Ruby have a good coroutine library?)
Rewriting your entire game because your design is bad is silly. Switching to C++ just makes your mistakes less obvious. (And now you'll be debugging memory leaks and segfaults instead of slow frames. If only there was One Perfect Tool...)
Another thought is to treat simulation and drawing as separate concerns. Every 1/60th of a second, interrupt the simulation and draw the current state to the screen. This means that you can do things that take more than one frame to calculate without reducing the framerate. (Does Ruby have a good coroutine library?)
Rewriting your entire game because your design is bad is silly. Switching to C++ just makes your mistakes less obvious. (And now you'll be debugging memory leaks and segfaults instead of slow frames. If only there was One Perfect Tool...)