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It would be really helpful to have some real world examples of changes going from C++ OOP to C++ functional and include the trade-offs.

By concrete I mean what changed in Id's code (or some other game or ui framework), and not just some text book example. What changed in GameObject or PhysicsSphereObject or RenderableSkinnedMesh or whatever things changed. What did the code used be like? What was changed? What benefits did the change provide? What problems did the change introduce?

Abstract talk is interesting but "show me the Money!" ;-)



Go search for "data oriented programming". Mike Acton wrote a few interesting presos on it, GameDevADay blog has a few others, too.

Yes, technically they have different motivations for going the way they go, but the end results tend to coincide neatly :)




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