According to Tim Sweeney, the lead developer at Epic Games, there are three types of code in a modern first-person shooter: gameplay simulation, numeric computation, and shading. You've described gameplay simulation. Shading is very data-parallel. And the numeric code is essentially functional.
Even for gameplay code, it could be nice to have explicit tracking of what the mutable state is, to prevent bugs. He has some fascinating slides about this, if you google for "The Next Mainstream Programming Language". Extensive discussion on Lambda the Ultimate here:
Even for gameplay code, it could be nice to have explicit tracking of what the mutable state is, to prevent bugs. He has some fascinating slides about this, if you google for "The Next Mainstream Programming Language". Extensive discussion on Lambda the Ultimate here:
http://lambda-the-ultimate.org/node/1277
Definitely one of the most interesting things I've seen in a while.