the prospect of trying to write game code in haskell or erlang seems terrifying considering how much mutated state games require and how the theory of those languages is "just return a copy of the tree with some node changes bro"
@xianc78 yeah FRP is nice. i tried implementing it in nim a time or two but it's a little weird to deal with the signal flows.
@xianc78 i think what i tried doing was modeling it all as a DAG and relying on a toposort to validate against loops, but ran in to some nonsense fighting the type system :blobcatgooglycry:

i do really like FRP and DeltaBlue stuff though because uh. well. to go on a lark

people told me immediate mode GUIs were good because they had a tight integration with state. and i'm just kind of like bruh no and they're like "well state updates in graph UIs is a pain" and its like

:blobcatscience: what if i told you that was fake news
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