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by Tuna-Fish 4916 days ago
Actually, in my experience the practises in the high-end AAA game industry are now much closer to FP than the rest of the industry. The current-gen consoles have lots of really weak threads, and to get any decent performance you have to use a lot of them. So, modern games do things like double-buffer the entire world state to allow efficient multithreading.

Of course, everyone there is doing FP in C++.