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For example, let the movement of a game-object by calculated by: the initial position some translation over time from user-input a random factor … You may then compose the movement behavior into more complex behaviors (or complete game-objects if you like) in every way you can imagine: A movable, static image game-object? Moving Animation = same translation function draw animation function. Static Animation = position draw animation function.
Moving Image = translation function draw image function. I’m not going into more detail about FRP for now, you can find more information on my blog or on the internet.
And how does this fit into the automatic Position-Mover-communication?
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I was experimenting with component-based game engine architectures for 2 years and eventually stumbled upon (OOP) viewpoint to why I think FRP helps to write more reusable code.