4 ms·
https://en.wikipedia.org/wiki/Entity_component_system https://en.wikipedia.org/wiki/Entity_component_system http://www.gameenginebook.com/gdc09-statescripting-u
by wonderzombie 13y ago
https://en.wikipedia.org/wiki/Entity_component_system https://en.wikipedia.org/wiki/Entity_component_system
http://www.gameenginebook.com/gdc09-statescripting-uncharted2.pdf http://www.gameenginebook.com/gdc09-statescripting-uncharted...
Caveat lector: I'm not familiar with the current state of the art in gamedev, so this may not be new or interesting.
The gist of this is that you prefer composition over inheritance, which is a bit more functional than an OO inheritance hierarchy. It's not strictly functional and it's definitely not purely functional. But it's a step in that direction, as it lends itself to viewing your system as a series of transformations over data rather than a system of actors.
The second piece is also possibly only tangential, as it does have state. But it shows an interesting way to incorporate concepts germane to FP like continuations, and it does use a homegrown Lisp as its scripting language.