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For native binaries, we now have https://www.graalvm.org/reference-manual/native-image/ https://www.graalvm.org/reference-manual/native-image/, but it probably
by JanecekPetr 5y ago
For native binaries, we now have https://www.graalvm.org/reference-manual/native-image/ https://www.graalvm.org/reference-manual/native-image/, but it probably doesn't yet work nicely with game frameworks? Not sure.
There are some engines, frameworks: https://jmonkeyengine.org/ https://jmonkeyengine.org/, https://litiengine.com/ https://litiengine.com/, https://libgdx.com/ https://libgdx.com/, https://www.lwjgl.org/ https://www.lwjgl.org/.
But I have no real experience with any of those.
- dandotway 5y agoSo I just spent some time looking at all of these you listed. With the exception of libGDX they are all essentially desktop-only (Win/Mac/Linux). LibGDX appears to support iOS/Android and HTML5 desktop browsers, but not consoles (Switch/PS/Xbox).
- armchairhacker 5y agoI’ve used libGDX. Porting to iOS/Android/HTML5 is honestly a pain. iOS is actually not that hard, I got it to work using RoboVM, but you have to do some research because the documentation is outdated. HTML doesn’t work with Kotlin because it compiles directly from Java, and because it compiles directly it probably has some extra quirks.
- whizzter 5y agoNo official support (console makers other than MS are making things a PITA) but Robotality has ported their Pathway game (Based on LibGDX) to the Switch.
- doliveira 5y agoMy (admittedly not huge) experience with Quarkus would tell me that GraalVM is nowhere near ready, most specifically because of reflection.
- midoBB 5y agoYou either plan your work around zero reflection Java or pray to whatever god that your code passes. At that point why even bother with Java or native images.