4 ms·
ya ive seen the same but in OOP codebases, where the state is all distributed and incapsulated and it's just impossible to reason about how the entire system wo
by slopinthebag 2mo ago
ya ive seen the same but in OOP codebases, where the state is all distributed and incapsulated and it's just impossible to reason about how the entire system works because despite it's separation of responsibilities everything is still intrinsically coupled together. and then you have all sorts of hidden mutations and other shenanigans.
to me the best way to design large systems is sort of like an ecs. you don't separate components by state + behaviour, you separate systems and state.
- jongjong 2mo agoI've seen some ugly OOP codebases, but I've seen some very nice ones too. I haven't seen any nice FP codebase yet besides basic APIs. There's a reason why 99% of video games are OOP. That level of complexity is just too much for FP.
- slopinthebag 2mo agovideo games are oop for historical reasons mostly. ue6 is built on verse which is a crazy functional language. carmack himself flirted with haskel and racket. but games are so perf oriented that for a long time the only options were c or c++ (c style ofc). the current trend are ecs's which are distinctly not classical oop