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.