1,005 karma · joined June 11, 2008
Contact: paulm at mgn dot tc
If you're gung-ho enough, expose yourself to the fire so you build up resistance. It's going to be rough once you start hitting walls.
The truth is game code often needs to be performant first, and the pursuit of that goal usually comes at the cost of maintainability and readability (and programmers' sanity), so I think further discussion is warranted.
Realm reduced the core size by approximately 90%, and while I've given up the cross-platform part (target platforms were iOS, OS X and Windows; obviously not focussed on Windows at this point), the code clarity and ease with which I can change data structures makes this approach so much better.
Are you guys looking at supporting Windows/C#/.NET at this stage, because while I don't develop much software for it, it does come up occasionally, and it would be good to use it throughout.
It is most annoying.
The only discontinued runtime was Python 2.5, and admittedly because of the lack of threading support it's cost went due to the way billing was changed. Upgrading to Python 2.7 was a piece of cake, and enabling thread safety returned the expense to reasonable levels.
App Engine was built for massive scaling, and anything like that is going to have tradeoffs and idiosyncracies. There's always going to be tuning and optimisations. As long as my sysadmin is kept to a minimum, I don't care. I'll leave Google to deal with outages and scaling, since they are an order of magnitude better at it than I am.
If you want exorbitant pricing with a good dose of headfuckery, deploy to Heroku.
Overall, on this schedule I feel much more rested.