Purely Functional Retrogames

Then I realized that it wasn’t performance that was the issue, it was much more fundamental. I had no idea how to structure the most trivial of games without using destructive updates. - programming in the twenty-first century

part 1 / part 2 / part 3 / part 4 / follow up

see also

Written on December 10, 2019, Last update on February 4, 2023
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