Choosing Functional Programming for Our Game
I&#x27;m a massive fan of Clojure (I spoke at EuroClojure this year), and have used Unity3D for 5 years... I was also the developer of the first big iOS Haxe game, another unproven platform at the time, years ago.<p>I would be very concerned about straying too far from the garden path while also trying to ship a commercial game.<p>Unity&#x27;s GC isn&#x27;t even generational, a very bad mix with garbage heavy Clojure code. Expect confusing, bizarre and transient performance and memory use issues. Debugging will be a nightmare.<p>And on top of that, Stack Overflow doesn&#x27;t have an unlimited supply of Clojure JVM answers; Clojure .Net through IL2CPP? Forget it; you&#x27;ll have to figure everything out yourself.<p>It&#x27;s generally a mistake to make the initial development more pleasant at the expense of long term maintainability; and I think that&#x27;s the trade off on the table here.