Earlier quoted context omitted.
Really? Are we thinking of the same game from 1992? Innovative for it's time, sure, but nowhere near the magnitude of complexity of modern games. Porting an extremely old game that can be written in a few thousand lines of code sounds like a hobby project to help you learn a new language...not a proof that the language could take over decades of OOP-driven game design. Do you know what would be a better statement abo…
It took a long time to write that engine and porting the whole thing properly also takes time. It just moves goalposts. Why didn’t he spend 80M on a new AAA game? If he spent any less than that, he certainly can’t draw any useful conclusions. Have you ever looked over the codebase? It’s plenty large enough to draw useful conclusions from for most people let alone someone with his vast game experience. https://github.…
Not once have I made an argument about the efficiency of objects oriented languages. Although that is important for performance wherever performance matters, it isn't my point in the slightest, and I already would agree with you that there are functional languages out there that are equivalent in performance.
My point is that the raw exposed complexity of functional state management (and especially pure functional state management) makes it worthless for game development. And until someone actually develops a real game, up to modern AAA standards using a functional language, all of your posturing is theoretical.
I can carry a pallet worth of goods to a supermarket using a pickup truck. It might be a little messy cause it can't pull up to a dock, so I'd have to unload it by hand instead of using a pallet jack, but the time I save by driving faster more than makes up for it. I could argue until I'm blue in the face about the theoretical benefits of using faster and more nimble pickups instead of slow and cumbersome lorries, but until someone actually builds a supermarket logistics network with them, those benefits are just theoretical. More importantly, the people who actually work in logistics industry would never attempt to do so because they can immediately see the problems with it.
So if you're that convinced your functional language would be better for game dev, then just do it already, cause nobody in the industry is gonna do it for you. I can guarantee it won't take long for you to understand what it is like when your paradigm choice puts you on the wrong side of the Expression Problem. And by the end of your experiment, you'll just be another crusty old insider that is too dumb and stuck in your ways to consider the amazing benefits of functional programming, just like what you're trying to do with me here.