Scala has one critical disadvantage here, it's hosted on the Java platform and so has to use Java UI implementations. This can lead to a lot of nasty frustrating things, try dealing with horizontal mouse scroll in Swing for example. It's really no surprise that Android went and built their own UI layer.
The actual graphics are fortunately not so bad. Most games nowadays will use OpenGL, and we have a nice OpenGL wrapper available ( https://code.google.com/p/scalagl/). The Scala wrapper for JavaFX 2 is also the closest thing going to the original JavaFX (née FFF) vision, courtesy of the previously mentioned DSL capabilities. So the situation is most assuredly improving :) There's also some rather nice support for running logic on the GPU via openCL: https://code.google.com/p/scalacl/, thanks to the extensibility of the compiler's plugin architecture. On 19 January 2012 15:19, Fabrizio Giudici <[email protected]>wrote: > On Thu, 19 Jan 2012 15:51:44 +0100, clay <[email protected]> wrote: > > I am jumping the gun on Kotlin. For my game dev dream stack, it's >> critical to have a flagship language that is accessible yet provides >> significant incremental improvement and excitement upon Java and C#. >> Kotlin is a credible candidate but obviously, it's not proven at all. >> Scala is definitely a masterpiece from a language design persepctive, >> but I'm not sure it is a great fit for game development. >> > > Talking just on the basis of my limited and previously cited experience > with gaming, Scala would be great, indeed (hell, listen who's saying this!). > > I remember that when I had to implement the controllers for many > subsystems (e.g. missiles, but specifically the behaviour of simulated > pilots) I ended up writing a higher level language (too bad I have lost my > original sources, I don't recall the details). At the time it was done with > yacc etc..., which to me is not specifically fun. Today I'd appreciate the > embedded-DSL capability of Scala, because a) I remember I needed multiple > languages (one for each automated weapon, one for pilots, etc...), and some > "plumbing" to map actions of the language to specific C++ calls. With Scala > I could easily embed multiple languages and there would no need for > plumbing, as I coull call original methods. I'm pretty sure that if I > should rewrite that game today, even though I don't like Scala in general > and I'd rather use Java, I'd study Scala at least for the DSL stuff. > > > -- > Fabrizio Giudici - Java Architect, Project Manager > Tidalwave s.a.s. - "We make Java work. Everywhere." > [email protected] > http://tidalwave.it - http://fabriziogiudici.it > > -- > You received this message because you are subscribed to the Google Groups > "The Java Posse" group. > To post to this group, send email to [email protected]. > To unsubscribe from this group, send email to javaposse+unsubscribe@** > googlegroups.com <javaposse%[email protected]>. > For more options, visit this group at http://groups.google.com/** > group/javaposse?hl=en <http://groups.google.com/group/javaposse?hl=en>. > > -- Kevin Wright mail: [email protected] gtalk / msn : [email protected] quora: http://www.quora.com/Kevin-Wright google+: http://gplus.to/thecoda <[email protected]> twitter: @thecoda vibe / skype: kev.lee.wright steam: kev_lee_wright "My point today is that, if we wish to count lines of code, we should not regard them as "lines produced" but as "lines spent": the current conventional wisdom is so foolish as to book that count on the wrong side of the ledger" ~ Dijkstra -- You received this message because you are subscribed to the Google Groups "The Java Posse" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/javaposse?hl=en.
