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by nonsince 3340 days ago
If gameplay mapped well onto OOP then the big game companies would use it, and not data-driven programming (specifically, entity-component systems). I think that there are a couple things that require OOP-style dynamic dispatch, but they don't need to be pervasive, even a function pointer stored as a struct member is more than enough to provide all the benefits of OOP without having to take on all the drawbacks.