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You're talking about CES like it's a Clojure concept: > The "problem" is that they're talking about that "CES" as it was the one way to create games. But how m
by dljsjr 14y ago
You're talking about CES like it's a Clojure concept:
> The "problem" is that they're talking about that "CES" as it was the one way to create games. But how many games written in Clojure have been shipped? Heck, how many games written in Clojure are even playable?
CES has been around for a long time and was originally created as an OOP design pattern to get around the inflexibility of the traditional Actor model in OOP. It's not a Lisp design pattern. Don't take Clojure's (alleged) runtime performance shortcomings and tack it on to CES so you can claim it's a shoddy design pattern.
The performance of a CES implementation is reliant on just that; the implementation. And CES systems can be quite performant; I've used CES-derived approaches in design of high-fidelity simulation environments and it's served me just fine.