I came across an interesting article: http://www.gamefromscratch.com/post/2016/04/15/RoboVM-is-Dead.aspx
RoboVM was used in LibGDX for enabling Java to work on iOS devices. It got bought out by Xamarin, then Xamarin got bought out by Microsoft. Having seen what is happening with Minecraft after it was bought out by Microsoft (Java version being phased out in favor for .NET) what comes next is probably not much of a surprise
I'm not going to seek out the drama but I'm sure there's plenty of popcorn opportunities online. How does this relate to Destination Sol (and Terasology) though?
One little snippet caught my attention:
This brings me to a note by @Rostyslav Zatserkovnyi over in his PR for adopting our Gestalt library for Destination Sol
LibGDX has also more or less updated to use LWJGL 3, so that's a thing too. Actually, amusingly, a Google search for "libgdx lwjgl 3" has our "Upgrade to LWJGL 3 (or LibGDX)" item (for Terasology) on Bountysource on the first page
This is hardly critical or anything that's likely to result in DS running with modules on iOS in the near future, but it is fun to think about. There are drawbacks too, like the Multi-OS Engine (from Intel) not being open source and potentially not staying free (or even surviving in a somewhat hostile legal environment)
And maybe, just maybe, this could help us one day with Terasology on LibGDX, on interesting platforms.
RoboVM was used in LibGDX for enabling Java to work on iOS devices. It got bought out by Xamarin, then Xamarin got bought out by Microsoft. Having seen what is happening with Minecraft after it was bought out by Microsoft (Java version being phased out in favor for .NET) what comes next is probably not much of a surprise
I'm not going to seek out the drama but I'm sure there's plenty of popcorn opportunities online. How does this relate to Destination Sol (and Terasology) though?
One little snippet caught my attention:
That's from a related longer LibGDX blog post going into the details with some more in the comments (discussion there still going as I write this).Release a new libGDX version next week, that will make Multi-OS engine the default iOS backend for newly created libGDX projects
This brings me to a note by @Rostyslav Zatserkovnyi over in his PR for adopting our Gestalt library for Destination Sol
So we could do a v2.0.0 Dest Sol for the upgrade to Gestalt stuff with a regenerated project skeleton from the LibGDX template. Maybe we can also ease into improving the structure to support modules for DS. And while we're at it we could reconsider looking at the iOS and GWT facades to get DS working in more places.This might be enough to "release" the setup to an experimental branch, but I think a proper 2.0.0 release will require refactoring the game to some extent - IMO, recreating it with a new project skeleton is the best option here.
LibGDX has also more or less updated to use LWJGL 3, so that's a thing too. Actually, amusingly, a Google search for "libgdx lwjgl 3" has our "Upgrade to LWJGL 3 (or LibGDX)" item (for Terasology) on Bountysource on the first page
This is hardly critical or anything that's likely to result in DS running with modules on iOS in the near future, but it is fun to think about. There are drawbacks too, like the Multi-OS Engine (from Intel) not being open source and potentially not staying free (or even surviving in a somewhat hostile legal environment)
And maybe, just maybe, this could help us one day with Terasology on LibGDX, on interesting platforms.