On Jul 27, 5:07 pm, Benny Tsai <benny.t...@gmail.com> wrote:
> Hi Oskar,
>
> I just came across this article yesterday, which I thought you may find
> useful.  It's a 4-part series where the author discusses his experience
> implementing games in a functional style:
>
> http://prog21.dadgum.com/23.html
>
> He was using Erlang, but I think many of the same ideas apply here as well.
>  Hope this helps.

Hm it seems like what he did was a bit extreme. Would you do it that
way? In Clojure you could just use atoms and all would be well, right?
My game is going to be quite a bit more complex than Pac-Man, the game-
state is going to be way more complex.

I have a hard time coming up reasons why this would be better. My
function that I wanted that checks if two characters are close enough
to each other is just a very small part of my game. And I could make
just that function fuctional and my list of benefits would be nil.
Sure, immutable data structures is great, for example, but in this
case, I don't see how making the game purely functional would make the
code better. But I could be wrong of course. It's kind of hard to
imagine. If enough people say "Yes, do it!" I might try it.

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