title: FRP on a game engine. Is it worth it?
body: <p>Today, I've read about FRP (functional reactive programming). However, I don't know how much this fits in the engine itself. </p>
  
  <p>After reading <a href="http://lambdor.net/?p=171">Gerold Meisinger's article</a>, my question is, if it's worth it to use FRP instead of a component-based architecture. Is this the near future of game engine architecture design? It's just a simple approach on solving small problems component-based architectures do? I'd appreciate any article, explanation, personal opinion, etc.</p>
  
  <p>Think about an engine for a commercial game, specially shooters or racing genres (3D games). Don't think about a 2D platformer or other simpler (talking about engine complexity) ones. I'd use C/C++ (I noticed people using FRP rely on Haskell, due to its nature. However, I saw <a href="http://www.cs.jhu.edu/CIRL/publications/pdf/DaHaPeTR2010frp.pdf">this document</a> and prefer to stand on C++, as the "industry standard"). </p>