On Monday, 25 August 2014 at 10:16:29 UTC, Aerolite wrote:
Well there are a few go-to use-cases, the handling of collisions
between objects in a game-engine being the most well-known (which
requires Double-Dispatch).

I think a game engine is better off using a simple table or a more homogeneous engine based on properties rather than classes. You usually can assign a small integer to the relevant properties and use a 2D LUT.

D, at least in my experience, tends to solve a
lot of these shortfalls, and given that design path, why
*wouldn't* we want Multiple Dispatch in the language?

I have never had a need for it, but maybe I would have used it if it was available.

I think, however, that it would fit better in Go which are going for a more "dynamic" implementation of interfaces without OOP.

I certainly see some value in detaching virtual functions from the record definition. I believe bitC might go in that direction as well.

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