I'm working on a game that is very expansive in terms of data, but graphically very simple - basically little more than Asteroids with an extensive plot and universe generator. I'm trying to figure out if I'm wasting my time writing it in Processing. I know other languages - C++, Python, and Javascript, to name a few - but it seems to me that either graphics are more difficult to manage than they need to be (C++ - in which I've never understood how to do graphics - and Python, which is tough by Pythonic standards), cross-platform compatibility is a problem (C++), or the scripted nature makes managing the large amounts of worldgen data difficult (Python and Javascript).
I feel like Processing is the most fun way to do it, and the easiest. It might not be the most efficient, but as long as it runs smoothly I'm not worried. The big problem I'm having with embarking on this is that it seems like my intentions here go against Processing's own identity. From the overview: "
The Processing project encourages a style of work that builds code quickly, understanding that either the code will be used as a quick sketch, or ideas are being tested before developing a final project." Is this saying that Processing is not intended for large-scale projects? Am I going to run into unforeseen problems halfway through? Is there a language I haven't considered that I should consider? Maybe it's time to learn Java. I dunno. Any advice would be very appreciated.
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