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Aren't you falling into the same trap that the post explains? That there are nuances around when types are useful and not useful? An indie game developer might spend a lot of time designing methods of gameplay and artwork for the game, but that doesn't mean that types should go out the window for all levels of programming.

Wouldn't it be better to approach this by which problem we are trying to solve? A script that is run during development, where resources are unconstrained, and stability is not an issue, should absolutely value the time it takes to develop and maintain the script. So using a typed language may not be useful here. A situation where small optimizations make large improvements might benefit from a typed language, maybe a physics engine of a game intended for multiple platforms?

In the OP, the author approaches it from a "systems" perspective, that when you need either of the 3 scenarios, then you might consider using types. Type inference, Sum/tagged union types, and Soundness, which I think could easily apply to certain areas of game development. Ignoring the nuance around the issue, and being dogmatic that all scenarios in a given field do not need types is ignoring that what we're really doing is writing in languages that need to be interpreted by both humans and machines.



This seems likely. It took me embarrassingly long to realize the fact that you can't understand the benefit of a feature you don't understand. Seems like an obvious tautology, but it's one I fell for over and over, and one I think grandparent is guilty of here.




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