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C++ sucks for games
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[QUOTE="Philippa Cowderoy, post: 1519152"] Now take a look at things like how the physics code is written, and how the system deals with new entities or entities changing their paths. That's the bit that's nice IMO - the rest's theoretical framework showing how this all works. The accumulation of state is done in a somewhat ugly way at present (the bit that looks like reinventing OO badly), and I can understand some skepticism about how well things scale. One of the reasons I'd like to play around myself is that I think I know how to go about it in Haskell with GHC's extended featureset (much of which is supported elsewhere), though I won't know for certain until I've hacked it up. It should be noted that if it's a problem this has more to do with the shortcomings of Haskell's type system than it does FRP - in fact, it occurs to me that a good environment for FRP might actually be a language like Smalltalk. The game itself was YA simple 2D shooter, as the whole thing was an academic exercise (I saw the mailing list posting referred to at the start of the paper). Of course, there's no reason the game couldn't be polished further. [/QUOTE]
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