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"There are specific parts that could be reduced to flow based programming (FBP), but it seems like the wrong paradigm for writing an entire game, as an example close to me."

Very much so! While I disagree slightly (a game could definitely be created this way – I have a background in game development), I'm 100% behind the statement that not everything has to be FBP.

In my case, I'm using FBP for one specific part of my application that dynamically manipulates large quantities of data – FBP made sense. As for the rest of the application, FBP could work but it would be because I want to implement it in FBP rather than using FBP because it's better at solving the problem at hand.

My intention with this article is to try and offer a fair view of one potential approach (out of many). I make a deliberate effort to try not to dictate what people should be using, rather leave it up to them to decide if it fits.



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