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Re:Create your own Game Engine but don't use it by dakics on Wednesday July 12, 2017 @11:13AM (#14753218)
Unity's multi-platform track record is quite solid at this point in time.

I wouldn't bet on exotic Java attempts of "write once run everywhere" though.

Re:Create your own Game Engine but don't use it by kuschku on Wednesday July 12, 2017 @11:29AM (#14753368)
Java is actually not that bad – Java with LWJGL gets you within a factor of 1.6 to C++ performance, while actually being "write once run everywhere" (for PC, at least). That’s good enough.
Re:Create your own Game Engine but don't use it by karmadog on Wednesday July 12, 2017 @05:32PM (#14756894)
Maybe on a Hotspot VM with JIT, while using frivolous amounts of memory for good GC performance.

You're not allowed to do JIT on consoles or mobile and you're memory constrained. A PC-only game engine is going to be a tough sell these days.

Also, unless you're bundling a JVM (not sure about the legals here) you have to make your Windows (i.e. primary) customers install the obnoxious Oracle Java runtime.

Re:Create your own Game Engine but don't use it by treehau5 on Wednesday July 12, 2017 @12:28PM (#14753903)
there's actually a pretty serious niche of us Go game developers growing as well
Re:Create your own Game Engine but don't use it by pjmlp on Wednesday July 12, 2017 @12:54PM (#14754177)
I look forward to it.
Re:Create your own Game Engine but don't use it by thehardsphere on Wednesday July 12, 2017 @11:32AM (#14753392)
Yes, the track record is often negative if you want to make action games on not-Windows because of GC pauses caused by Mono's inferior garbage collector.

As for Java, Notch managed to do it for Minecraft, except for the mobile port which I think I remember reading was re-written from scratch on iOS because the performance was terrible.