Of interest to no one, but I've firmly settled on using #Java for my strategy game server side engine.

It's immensely readable (to me), has a plethora of useful production hardened libraries, amazingly well documented, mostly internally coherent, it's very performant and nobody is going to tell me I'm doing it wrong, because it's so uncool these days anyway.

#GameDev #GameEngine

@sashabilton See also: Scala. It makes Java a LOT more sane, IMO. Plus, a functional paradigm is the ideal abstraction for a server side engine (again IMO).
@harryprayiv those are good opinions. I know Java inside out, was previously a C & C++ dev so it's entirely sane for me. OO is how my mental model works, since it's what I did for almost 20 years when I was a pro dev. Single inheritance, Java Records and ECS help smooth the worst of the OO craziness, for me.
@sashabilton that’s fair. Good luck with your project! :)
@sashabilton What game is that? :)

@nipafx it's a slow, turn based massively multiplayer fantasy 4x, where magic creates wonder and chaos, but civilisation stifles it.

Or a slow, turned based massively multiplayer cooperative game set on a world where the oceans are rising and the players have to figure out how to survive as a species.

Or,... 😄

@sashabilton Interesting genre mix and theme options. Let me know when it is playable. :)
@sashabilton Java's a solid choice! The recent versions added a lot of good new features. Is your game online-only? What tech is used for the client side?

@reaversion online in the sense that it's played remotely but not via a web interface.

I'm still undecided about the final client side tech, and I may well outsource it. If it were me, maybe Godot, maybe libjdx or lwjgl or even javafx. But I reckon it'll be Godot. I'm just not a huge fan of Python.

@sashabilton

And there is a good chance the very same code you write today works in 10 years, just faster.

@HaraldKi and oddly I hope to be running it in 10 years, as part of the plan :)