Choosing Functional Programming for Our Game
I'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.I would be very concerned about straying too far from the garden path while also trying to ship a commercial game.Unity's GC isn'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.And on top of that, Stack Overflow doesn't have an unlimited supply of Clojure JVM answers; Clojure .Net through IL2CPP? Forget it; you'll have to figure everything out yourself.It's generally a mistake to make the initial development more pleasant at the expense of long term maintainability; and I think that's the trade off on the table here.