
Hello Andrew, Tuesday, November 25, 2008, 9:43:11 PM, you wrote:
OOP seems like such a natural fit for describing the behaviour of a network of independent objects. But Haskell seems to require you to make a new, modified copy of the entire game state at each frame, which sounds... highly non-performant.
"most of the game state" is a few mb maximum. you don't need to copy textures and other permanent game object descriptors which occupies most part of those hundredths mbs just an example from my own work: i wrote an archiver which may use, say, 500 mb for storing list of million files. but the list itslef occupies only ~10mb, so i can do all the forms of complex processing without over-loading memory manager. each file descrption is 500 bytes long, but this info isn't changed during program run -- Best regards, Bulat mailto:Bulat.Ziganshin@gmail.com