Yes. The title is misleading. I will explain.
It isn’t just F# that is bad for Game Development. It is just the functional programming language I’m most familiar with and can actually use “effectively”.
To be more complete…. functional languages are bad for game development.
I had two main problems with the F# community. First, I was told a number of times that my code wasn’t pure enough, functional enough, etc. Because it wasn’t, and could not be, because I was making games.
The second is because the group used terms like inclusiveness like a banner of pride, but is really a cult that expects normative behavior. This will be my final mention of this. Don’t talk to me about it, you will get a “cool story bro” at best or a “get off my lawn” at worst.
Back to functional languages being bad for games. Why do I say this?
It would be more accurate, and less accusative, if I were to state “game projects are a poor choice for functional languages”.
And even so, you might ask why.
Let us explore, for a moment, some of the things that F# and other functional languages are principally against:
- Global state
- Side effects
Games are pretty much nothing but state, and must be considered often as a whole. Even in a simple game like checkers, the state of the game must be considered as a whole. You don’t perform operations on pieces without regard for the rest of the board.
And video games primarily communicate with the user via graphics and sound, which are both side effects.
So games are made up of nothing but state and make all sorts of side effects as their very purpose.
This is not to say that it is impossible to make a game using F# or another functional language, but its sort of like making an imperative language do functional things. It wasn’t built with that in mind.
So like I said:
F# is bad for game development.