Titan Attacks

That’s the one.

Cas :slight_smile:

Wow, for the poster child for Java game development, that’s quite a damning statement.

What’s stopping competition to Unity? Why not build a Unity competitor?

Unity succeeded because of Mono. Mono runs everywhere - really everywhere. It may not exactly be fast everywhere but it’s a step up from Python. Java on the other hand is all super fast and whizzy and clever… and unavailable on any console hardware. At least with RoboVM there’s iOS support now.

So they got a head start and built a lot of mindshare over many, many years. It’s taken them the best part of a decade to get to the point of almost total domination that they currently exist at.

Anyone care to bother trying to catch them up?

Cas :slight_smile:

C/C++, Lua, and Haskell run everywhere too. Sure, JVM does not.

Isn’t much of Unity internally done in C/C++?

C/C++, Lua, and Haskell run everywhere too. Sure, JVM does not.

Isn’t much of Unity internally done in C/C++?

C/C++ are basically hard, Lua is a bit pointless, and there are only 3 people in the world who know Haskell.

Internally there may be a fair amount of C++, I don’t really know. Probably just bits that Mono couldn’t do fast enough.

Cas :slight_smile:

my brother is on the ghc(glasgow haskell compiler) team and they’re pretty awesome people. facebook’s got simon peyton jones and another haskell dev hacking on their haskell project.

the current main haskell dev, austin siepp, he works down here in austin, texas and even gets paid by microsoft to work on haskell. so yah, its slowly starting to delve its way into the industry.

C/C++ are basically hard, Lua is a bit pointless, and there are only 3 people in the world who know Haskell.

Internally there may be a fair amount of C++, I don’t really know. Probably just bits that Mono couldn’t do fast enough.

Cas :slight_smile:

my brother is on the ghc(glasgow haskell compiler) team and they’re pretty awesome people. facebook’s got simon peyton jones and another haskell dev hacking on their haskell project.

the current main haskell dev, austin siepp, he works down here in austin, texas and even gets paid by microsoft to work on haskell. so yah, its slowly starting to delve its way into the industry.

Haskell is also highly recommended by almost everybody on ##programming in Freenode, so I’m bombarded daily about it. I’m planning on learning it soon!

So what does IKVM not do reasonably?

On Haskell: ML variants are still quite a few steps ahead. OCAML/F# for instance.

Haskell is also highly recommended by almost everybody on ##programming in Freenode, so I’m bombarded daily about it. I’m planning on learning it soon!

So what does IKVM not do reasonably?

On Haskell: ML variants are still quite a few steps ahead. OCAML/F# for instance.

Writing an editor like Unity would not be a problem, I just made one for my 2D game with tiles, sprites, scripts, parallax and everything - its work but very possible of course

Libgdx -> Mono would be incredible

Writing an editor like Unity would not be a problem, I just made one for my 2D game with tiles, sprites, scripts, parallax and everything - its work but very possible of course

Libgdx -> Mono would be incredible

Everything’s possible, but you also need “time” and “motivation”. Nobody seems to have all three of time, motivation and ability (if they did, somebody would be doing it :))

Libgdx’ strength is that it uses Java. Why would anyone want a Mono backend when you’d use Unity?

Cas :slight_smile:

Everything’s possible, but you also need “time” and “motivation”. Nobody seems to have all three of time, motivation and ability (if they did, somebody would be doing it :))

Libgdx’ strength is that it uses Java. Why would anyone want a Mono backend when you’d use Unity?

Cas :slight_smile:

I’d assume for “write once, run anywhere”. No wait!! Isn’t that Java’s catch-phrase!!?? I’m so confused. :wink:

Theoretically, you could write a Java library that maps to the Unity3D C# API. You could then write your game entirely in Java using Java tools. When ready to deploy, convert the java bytecode to a CLR dll using IKVM. Then just use this dll with Unity3D as normal and create an output for one of Unity3D’s supported platforms. Although seems doable it would be a ton of work.

I’d assume for “write once, run anywhere”. No wait!! Isn’t that Java’s catch-phrase!!?? I’m so confused. :wink: