notes on procedural worlds

does anyone have insight on whether functional programming is viable for games? not “pure” functional programming like haskell but something like F# and the Nu Game Engine? it seems less like something that’s been thoroughly tried and shown to be unworkable and more like something that’s just not part of the culture, judging by how little google searches bring up. i know it’s possible to hack F# into unity through DLL injection (i’ve been working on it instead of the many things i should be working on) but like, next to no one’s doing it. i feel like i’m either being really smart or really stupid here. if i actually get invested in this i doubt i’ll really know if it’s been a waste of time or not until, like, a year in minimum.

(obviously i wouldn’t do this with low-level engine stuff but we’re talking about swapping out one multi-paradigm garbage collected language for another here. agent+component-based models should still be performant i’d think?)