What would the default RMVXA code base be if they were mainly functional instead of imperative?

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
Now I'm exploring the functional programming concepts and trying to use them when appropriate in scripting, but I'm still new to this paradigm.

I've checked the default RMVXA code base and it seems to me that those codes are mainly imperative although functional style still has its places there.

I wonder what if it mainly functional(with some imperative styles when appropriate) instead? What would it look like and perform? How would such change affect RGSS3 scripters(besides the obvious one that they'd have to learn functional programming first :D )?

On a side note: Is it possible to write the entire default RMVXA code base in a purely functional style(Whether it's a good idea is entirely another question :) )?
 
Last edited by a moderator:

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,862
Messages
1,017,045
Members
137,569
Latest member
Shtelsky
Top