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.
