There are really only two types of computations: calculating stuff about an unchanging thing, and calculating a new version of a thing that is changing over time. Recognizing this simplified debate about functional versus imperative programming.
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Hence I think the sweet spot for large-scale programming is an imperative language with a pure functional subset, not a functional language with imperative plumbing like Haskell monads. Then the beast that needs to be tamed is data races in the shared state concurrency model.
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In an engine, “the thing” is the scene graph. The simulation updates it once per frame based on object interactions. Then perhaps there are several much smaller independent things, like the state of the input system, the network replication system, and so on.
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