Today, I've read about FRP (functional reactive programming). However, I don't know how much this fits in the engine itself.
After reading Gerold Meisinger's article, my question is, if it's worth it to use FRP instead of a component-based architecture. Is this the near future of game engine architecture design? It's just a simple approach on solving small problems component-based architectures do? I'd appreciate any article, explanation, personal opinion, etc.
Think about an engine for a commercial game, specially shooters or racing genres (3D games). Don't think about a 2D platformer or other simpler (talking about engine complexity) ones. I'd use C/C++ (I noticed people using FRP rely on Haskell, due to its nature. However, I saw this document and prefer to stand on C++, as the "industry standard").