My only concern is - do you have any way to have compatibility with IL2CPP[1]? As I understand it, there's a preview of the exporter already in Unity 5.
Without it, WebGL will not work, and it would not be a surprise to see similar technology used for iPhone deployments in the future (which is specifically where the Mono licensing problem comes from due to the static linking requirements).
http://blogs.unity3d.com/2014/04/29/on-the-future-of-web-pub...
But since IL2CPP acts on the CLR bytecode, and Arcadia emits valid CLR bytecode, in theory there shouldn't be a problem. Time will tell!
There would need to be ClojureScript style restrictions on the code though, right? IL2CPP wouldn't allow (eval) at runtime by its nature.
First of all, let me congratulate the developers.
Another idea that this presentation gave me was to profit from Clojure and ClojureCLR, as a mean to write portable code across Android and Windows Phone systems.
Specially given the anaemic support for OS APIs in the NDK for C++. At least Clojure gets an easier life to the Android APIs.
So, assuming that Clojure 1.7.0 gets an improved startup time and profiles, coupled with ClojureCLR 1.7.0, it would be a nice way to write portable code with native APIs.
I'm wondering because I always wanted to start learning Clojure but Java ecosystem puts me off.
We had to fork the compiler to introduce a small number of changes to make Arcadia work in Unity, though. Unity ships a very old version of Mono with their own changes, so stock Clojure-CLR would not work.
https://github.com/clojure/clojure-clr https://github.com/arcadia-unity/clojure-clr
Great initiative though.
its an interesting project...