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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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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Here's a nice way to embed pure islands in an impure language: https://arxiv.org/abs/1907.07283
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During our last rust meetup a seasoned Haskell programmer confessed he was blown away by rust’s functional prowess. I believe rust hits the spot.
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"Say const again. I dare you. I double dare you." Seriously, the concept is fine, but the execution still needs work. With a flamethrower. Someone will figure it out eventually.
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There is a place for immutable data types and pure functions in every program. We should embrace functional programming even if entire field is imperative by default.
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Agreed that is the right way around.. allows the "boundary" to be moved incrementally rather than by top down design.
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Give OCaml a try!
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A combination of C# and F# could satisfy this. I believe they're interoperable already.
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I've been using D to model almost this exact philosophy for a decade. It's definitely worth some interest.
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Yes - this! I felt so strongly about this that I made a special programming language: https://github.com/Floydlang/floyd (Sorry for self promotion)
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