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    copied!<p>Short answer: probably none of them!</p> <blockquote> <p>However, I don't know how much this fits in the engine itself.</p> </blockquote> <p>I don't understand what you mean by that but every piece code that involves time (i.e. uses <code>update( float elapsedTime )</code>) usually fits for FRP - in theory. About "fit in engine", maybe <a href="http://www.haskell.org/haskellwiki/Yampa/game_engine" rel="nofollow">HaskellWiki Yampa - Game Engine</a> helps to answer your question (a trimmed-down and english translated version of my thesis which explains the overall architecture). From the discussions about FRP and from reading some FRP papers, it appears that there are still some unresolved issues with the overall theoretical concept, thus I'd recommend doing some thorough testing before using any FRP library in a commercial project (especially performance and memory issues). Take a look at the <a href="http://www.youtube.com/watch?feature=player_embedded&amp;v=0jYdu2u8gAU" rel="nofollow">Frag video</a>. It's an shooter written in FRP and the most advanced example today.</p> <blockquote> <p>Think about an engine for a commercial game, specially shooters or racing genres (3D games).</p> </blockquote> <p>Hm, what is your focus? Are you developing a commercial game? Then use an existing engine and don't worry about it! Are you developing an engine? Then FRP might be an interesting concept. Varying game objects with components shouldn't be necessary for shooters and racing games as they only use very few different game objects and focusing too much on the architecture might be over-engineering. Don't have a focus? Get a focus! You can't develop the next IdTech engine AND the next Doom game on your own.</p> <blockquote> <p>I saw this document and prefer to stand on C++, as the "industry standard"</p> </blockquote> <p>There are some libraries for C++ too. Search for "reactive or temporal programming".</p>
 

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