This is a great two hour talk on the history of dark object oriented 
programming
implementation patterns and how eventually the 
Entity-Component-System[1] approach popular in games 
was rediscovered/re-evolved.  

"Casey Muratori – The Big OOPs: Anatomy of a Thirty-five-year Mistake"
Better Software Conference, 2025 July 17
https://www.youtube.com/watch?v=wo84LFzx5nI

He gives some history of Simula, Algol, Hoare on Records, Stroustroup
on C with Classes' design, and the little known Douglas T. Ross 
of the MIT Servomechanisms Lab[2] who first discussed structs, 
tagged unions, and vtables in the 1950s.

Muratori shows that aspects that ECS enables -- like constraint 
optimization -- were in use in even very early graphics systems 
like Sketchpad (Ivan Sutherland, 1963).

[1] https://en.wikipedia.org/wiki/Entity_component_system
[2] https://en.wikipedia.org/wiki/Douglas_T._Ross

I particularly enjoyed the heuristic he derives at the end in the
Q/A conversation with Ryan Fleury after the talk. He argues
for designing to help solve the hardest problems, rather than 
restricting mechanism to only the simplest challenges.

-- 
You received this message because you are subscribed to the Google Groups 
"golang-nuts" group.
To unsubscribe from this group and stop receiving emails from it, send an email 
to [email protected].
To view this discussion visit 
https://groups.google.com/d/msgid/golang-nuts/9cc34fe3-3cd5-4ea8-bb7a-2f39fe65a2ecn%40googlegroups.com.

Reply via email to