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I guess the main problem is that FP can encode updatable trees with direct pointers from parents to children, but it can't encode updatable graphs with direct p
by cousin_it 11y ago
I guess the main problem is that FP can encode updatable trees with direct pointers from parents to children, but it can't encode updatable graphs with direct pointers, and in some applications you really want that.
- the_af 11y agoI don't know. I have actually tried writing a game using Haskell. Admittedly, it was an absurdly simple platformer, and I left it unfinished, but it was a joy to write it. FP helped with both high and low-level code organization. I didn't hit any walls writing it (maybe I would have later on, of course). Had I continued it, I would have tried using FRP techniques, which was ultimately the whole point of the thesis, but never got around to trying them. I think it's one thing to argue from theory ("this can't possibly be practical!") and another to actually try your hand at it and see whether it works or not :) My semi-informed guess is that it does. I don't expect to see AAA games done in Haskell any time soon, but that's for completely unrelated reasons! IIRC, Carmack himself seems to be warming up to the idea of using some pure FP techniques in games. Of course, not everywhere.
- tome 11y agoSure it can https://hackage.haskell.org/package/base-4.8.2.0/docs/Control-Monad-ST.html https://hackage.haskell.org/package/base-4.8.2.0/docs/Contro...