Hi David,
needless to say that It is not a surprise.
Amonst other, I really enjoyed 'playing' with PulpCore for personal
purposes. Seven years ... already !
Above all for me, I must thank PulpCore for the good ideas the
framework embeds.
I re-used (and sometimes enhanced) several of your good concepts
(stage, groups, inputs, properties, assets, ...) in a framework I
wrote myself for the first version of my game Bouncebox (available
on a french TV set-top box).
I also made lot's of internal little proof of concepts with
PulpCore:
- from an 2.5D isometric engine (
http://nouknouk.free.fr/)
- another 'pure' 2D map engine (
http://nouknouk.free.fr/tileTest/)
- a test of integration into Swing (
http://nouknouk.free.fr/bazar/pulpcore-jpanel.jnlp)
- and the most popular one: the 'Web Edition' of my game called
'BounceBox' (
http://www.bouncebox.fr/bouncebox-web-edition/),
with thousands of players and games played every day.
Anyway, cheers, all the best for the next, hold the line and ...
... thanks for all, David.
Regards,
Nouknouk.
PS: About the Javascript alternatives you mentionned, I have two
comments:
- Javascript is really a GREAT programming language, if you already
have good knowledge of OO programming and good 'OO practises' when
writing code. It's one of my preferred languages now, given the
flexibility it provides. More and more of my personal projects rely
on a javascript intepreter for all non critical and chaging parts of
them.
- but Javascript ecosystem in the context of a browser have one
enormous pitfall for game development: obfuscation of the code is
nearly impossible compared to other solutions (including Java), and
for closed-source projects, it can be a huge problem (especially for
multiplayer networked ones, where you don't want to give the
opportunity to hackers to hack your game too easily)