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by chii
753 days ago
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I believe this very method is very common in games - you have similar logic for entities, but some have divergences that could occur in unknown ways after playtesting or future development. Tho if done haphazardly by someone inexperienced, you might end up with subtle divergences that might look like they're meant to be copies, and debugging them in the future by another developer (without the history or knowledge) can get hard. Then someone would wonder why there are these two very similar pieces of code, and mistakenly try to DRY it in the hopes of improving it, causing subtle mistakes to get introduced... |
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Last time i checked the FP world is slowly producing ECS frameworks that are needed to make the game performant. They used to be nearly C++ (or OO) exclusive.