However if you're working with designers who don't have a lot of formal education it's much easier to convey the concept of a function that "pauses" where yield() happens.
Also quite a bit of gameplay code ends up as throw-away so being able to quickly put behaviors together is a plus.
However if you're working with designers who don't have a lot of formal education it's much easier to convey the concept of a function that "pauses" where yield() happens.
Also quite a bit of gameplay code ends up as throw-away so being able to quickly put behaviors together is a plus.