On 10/5/14 23:03, kilon alios wrote:
I am no Pharo expert but will try to answer with what I know
1) Pharo download is 16 mb compressed and 58 mb uncompressed.
2) Pharo is a standalone and as such it does not need installation.
Everything you need is in a single folder contained in a single zip
with a single download. I dont think you can get any easier than that.
So its a single task.
3) There are people who run Pharo on iOS like DrGeo. But Pharo does
not support those platforms and most likely you will experience few
problems with it. So its some extra work but its doable. They do
represent a larger market and a very important one I agree.
???
Esteban is maintained the iOS VM since years!!!
4) Again I dont know the issues on those platforms but bare in mid,
Pharo is a dynamic language and dynamic language are definetly not a
first choice for those platforms for game because they are slower than
official supported languages. Those are in iOS ObjectiveC and on
Android Java. All that assuming your game has some demanding graphics.
For simple graphics with not much animation and such you should be ok.
I know people that developed games with squeak 8 years ago using OpenGL
for digital TV with animations so ...
Personally I think its not a good idea, because Pharo does not support
those platforms well. I think that in that scenario there is a better
alternative , that of Javascript + Pharo.
Jeff Rick is doing iPad Application. So it really depends which kind of
games (if this is God of War 3 forget Pharo) but if this is a
traditional game like angry birds or so I do not see why this would be a
problem.
Its possible to use JS as front end and Pharo as backend. If you dont
want to code in Js there is Amber. Web apps are quite performant so
you will be able to do some really impressive graphics with this
recipe. You will be using also technologies that are well documented
and well tested.
Also there are like a ton of game libraries for JS out there. Which
will lift the amount of work you will need to do for your game.