yeah, it’s not -real- clojure though and it has a lot of issues apparently
no commits in 2 months
The "no commits in 2 months" is less of a caution than the "Arcadia is still in pre-alpha and highly experimental. We are working towards a coherent first release, but we’re not quite there yet." If your question is, "Is it possible to make a large scale simulation game using Clojure", the answer is almost certainly yes. If your question is, "Is it possible to make [...] using Clojure, with Unity, and perhaps other constraints on the design" the answer is a lot less clear. You'll need to forge your own path. There are others who have done good work in this space, but it's still mostly unexplored territory. For instance, I've not heard of anyone shipping a game on Steam with any amount of Clojure code in it. Sure it's possible, but it hasn't been done yet.
Also.. while it might be possible, I'm not sure if it's a good idea. The simulation work I'm doing is a lot more suited to ClojureScript's strengths than, say, something like Factorio would be. If I were trying to make Factorio, I would not reach for Clojure.
there are only a few decent renderers imho (unity / unreal) so it’s probably not worth it
Yeah, agreed. If someone wants to use an existing engine like Unity or Unreal, and they don't want to do a lot of integration experimentation for its own sake.. they should stick with the languages and workflows best supported by those engines. (And really enjoy how amazing those engines are, because.. damn!) If someone wants to build their own engine, CLJ(S) goes from an "ummmm no" to an "actually I can see how that's pretty compelling maybe".
it’s be pretty fucking rad though to just have a repl in-game
i was thinking you could communicate with unity over grpc or something
imagine never restarting the renderer, just editing clojure, and bam, changes
Isn't that how Unity already works? Mind, I haven't used it since 2010, but I seem to remember keeping my game running while making changes.