An Entity Component System is literally the functional approach to programming under a different name and with mutation by default. There’s even been a huge move toward keeping ECS data classes separate from behaviors. At that point, it’s just a less ergonomic functional approach with better performance due to lower-level languages (though ATS or Rust are just as fast as C).
Maybe you’re thinking of FRP (functional reactive programming), but that isn’t even super mainstream among most functional programmers. I know some small games have used it, but it’s mostly used for specific kinds of UI in languages that enforce immutability and no side effects.
Maybe you’re thinking of FRP (functional reactive programming), but that isn’t even super mainstream among most functional programmers. I know some small games have used it, but it’s mostly used for specific kinds of UI in languages that enforce immutability and no side effects.