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    <title>DEV Community: Samuel Burford</title>
    <description>The latest articles on DEV Community by Samuel Burford (@sammburr).</description>
    <link>https://dev.to/sammburr</link>
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      <title>FCIS in Godot</title>
      <dc:creator>Samuel Burford</dc:creator>
      <pubDate>Tue, 19 May 2026 11:12:03 +0000</pubDate>
      <link>https://dev.to/sammburr/fcis-in-godot-2433</link>
      <guid>https://dev.to/sammburr/fcis-in-godot-2433</guid>
      <description>&lt;p&gt;&lt;em&gt;This is a blog post in my &lt;a href="https://dev.to/sammburr/blog-fcis-in-godot-4475"&gt;FCIS in Godot series&lt;/a&gt;.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;A problem I find when architecting large game development projects  is the eventual tight-coupling between game logic and individual actors. &lt;/p&gt;

&lt;p&gt;Game logic becomes tangled with scene Nodes, making it unportable.&lt;/p&gt;

&lt;p&gt;This leads me to a mess of systems, leaving me without a library of portable scripts I can drop into any project, this is something I hope to change.&lt;/p&gt;

&lt;h2&gt;
  
  
  Functional Core
&lt;/h2&gt;

&lt;p&gt;In this new functional game development architecture we draw a line in the sand between our functional and importantly: &lt;em&gt;non-side effecting&lt;/em&gt; core code base and the much more granular imperative shell where we make our connection to the real world (via drawing on the screen and taking input from the user).&lt;/p&gt;

&lt;p&gt;We are going to make sure our core game logic has zero reference or dependence on the Godot runtime what so ever. We can then make sure our &lt;em&gt;"core"&lt;/em&gt;, core game logic is free of side-effects and made up of pure functions.&lt;/p&gt;

&lt;h3&gt;
  
  
  Implementation
&lt;/h3&gt;

&lt;p&gt;Let's now see how we can implement FCIS in Godot.&lt;/p&gt;

&lt;h4&gt;
  
  
  State Event Transformation
&lt;/h4&gt;

&lt;p&gt;The functional core is made up of pure functions (systems) which take an initial, &lt;em&gt;immutable&lt;/em&gt;, state and some event and return a new state.&lt;/p&gt;

&lt;p&gt;The most high-level example of this transformation we could implement is;&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;
&lt;span class="c1"&gt;// Core/WorldState.cs&lt;/span&gt;

&lt;span class="c1"&gt;// Some record which stores information about the current state of our game.&lt;/span&gt;
&lt;span class="c1"&gt;// With a read-only initialiser to ensure immutability.&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;record&lt;/span&gt; &lt;span class="nc"&gt;WorldState&lt;/span&gt; 
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;readonly&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;New&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;

&lt;span class="c1"&gt;// Core/GenericEvent.cs&lt;/span&gt;

&lt;span class="c1"&gt;// Some event we can extend later.&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;record&lt;/span&gt; &lt;span class="nc"&gt;GenericEvent&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="c1"&gt;// Core/Simulation.cs&lt;/span&gt;

&lt;span class="c1"&gt;// The main transformation and entry point to our core game logic.&lt;/span&gt;
&lt;span class="c1"&gt;// This system will likely call transformations on other systems,&lt;/span&gt;
&lt;span class="c1"&gt;// i.e. a player-movement system, in a pipeline-like fashion.&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="nf"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;GenericEvent&lt;/span&gt; &lt;span class="k"&gt;event&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;{}&lt;/span&gt;

&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h2&gt;
  
  
  Imperative Shell
&lt;/h2&gt;

&lt;p&gt;This is where we make the bridge between our game logic and the game engine.&lt;/p&gt;

&lt;p&gt;We will keep this as minimal and as 'dumb' as possible, as this is the code most coupled with our current project and most likely the code we will need to re-write in each new game we create.&lt;/p&gt;

&lt;p&gt;We can simply call the functions &lt;code&gt;WorldState.New&lt;/code&gt; and &lt;code&gt;Simulation.Update&lt;/code&gt; to enter our game logic.&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="c1"&gt;// ... some script attached to a Node&lt;/span&gt;

&lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;_state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;double&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_up"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; 
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;_state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;Simulation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;_state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;GenericEvent&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Counter Example
&lt;/h3&gt;

&lt;p&gt;I can see how this still might also seem confusing and abstract, so let's work through a very simple game.&lt;/p&gt;

&lt;p&gt;Our game will simply display a counter on the screen (a Label Node), and if the user clicks the ↑ arrow, the counter increments, and if the user clicks the ↓ arrow the counter decrements.&lt;/p&gt;

&lt;h4&gt;
  
  
  Folder Structure
&lt;/h4&gt;

&lt;p&gt;In a new project I will create two new folders; &lt;strong&gt;core/&lt;/strong&gt; and &lt;strong&gt;shell/&lt;/strong&gt;.&lt;/p&gt;

&lt;h4&gt;
  
  
  Core
&lt;/h4&gt;

&lt;p&gt;In &lt;strong&gt;core/&lt;/strong&gt;, I will create three new scripts; &lt;code&gt;CInputEvent.cs&lt;/code&gt;, &lt;code&gt;WorldState.cs&lt;/code&gt; and &lt;code&gt;Simulation.cs&lt;/code&gt;.&lt;/p&gt;

&lt;h5&gt;
  
  
  CInputEvent.cs
&lt;/h5&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="nn"&gt;Core.Events&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;abstract&lt;/span&gt; &lt;span class="k"&gt;record&lt;/span&gt; &lt;span class="nc"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;record&lt;/span&gt; &lt;span class="nc"&gt;Increment&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;record&lt;/span&gt; &lt;span class="nc"&gt;Decrement&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h5&gt;
  
  
  WorldState.cs
&lt;/h5&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="nn"&gt;Core.State&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;record&lt;/span&gt; &lt;span class="nc"&gt;WorldState&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;int&lt;/span&gt; &lt;span class="n"&gt;Counter&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;readonly&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;New&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;new&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="m"&gt;0&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h5&gt;
  
  
  Simulation.cs
&lt;/h5&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core.Events&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core.State&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="nn"&gt;Core&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;Simulation&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="nf"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;CInputEvent&lt;/span&gt; &lt;span class="n"&gt;input&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;input&lt;/span&gt; &lt;span class="k"&gt;switch&lt;/span&gt;
        &lt;span class="p"&gt;{&lt;/span&gt;
                &lt;span class="n"&gt;Increment&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="k"&gt;with&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;Counter&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Counter&lt;/span&gt; &lt;span class="p"&gt;+&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
                &lt;span class="n"&gt;Decrement&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt; &lt;span class="k"&gt;with&lt;/span&gt; &lt;span class="p"&gt;{&lt;/span&gt; &lt;span class="n"&gt;Counter&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Counter&lt;/span&gt; &lt;span class="p"&gt;-&lt;/span&gt; &lt;span class="m"&gt;1&lt;/span&gt; &lt;span class="p"&gt;},&lt;/span&gt;
                &lt;span class="n"&gt;_&lt;/span&gt; &lt;span class="p"&gt;=&amp;gt;&lt;/span&gt; &lt;span class="n"&gt;state&lt;/span&gt;
        &lt;span class="p"&gt;};&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;&lt;em&gt;Note the nice, modern pattern matching you can do in C# 7.0+&lt;/em&gt;&lt;/p&gt;

&lt;h4&gt;
  
  
  Shell
&lt;/h4&gt;

&lt;p&gt;In our &lt;strong&gt;shell/&lt;/strong&gt; folder I'll create one script to attach to a root Control Node in our main scene.&lt;/p&gt;

&lt;h5&gt;
  
  
  GameRoot.cs
&lt;/h5&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Immutable&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core.Events&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core.State&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Godot&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="nn"&gt;Shell.Nodes&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;partial&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameRoot&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Control&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;_state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;Export&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Label&lt;/span&gt; &lt;span class="n"&gt;_label&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nf"&gt;Render&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;double&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;inputs&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;GatherInputs&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;inputs&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;IsEmpty&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;_state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;inputs&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Aggregate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;_state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Simulation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="nf"&gt;Render&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;ImmutableList&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;GatherInputs&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;ImmutableList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CreateBuilder&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionJustPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_up"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Increment&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionJustPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_down"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Decrement&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToImmutable&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Render&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;_label&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Text&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;$"Counter: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;_state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Counter&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;All that is left to do is create a scene in Godot with a Label, attach the shell script.&lt;/p&gt;

&lt;h4&gt;
  
  
  Portability
&lt;/h4&gt;

&lt;p&gt;In our example game, I now want to display a new counter with the same behaviour but in a 3D screen, and to be incremented when the user presses a different button.&lt;/p&gt;

&lt;p&gt;In a tightly coupled implementation I would have to completely rewrite the counter's behaviour again to cater specifically to this new scenario.&lt;/p&gt;

&lt;p&gt;However, because our game logic is completely decoupled, the counter's behaviour is ready to be reused where ever we might need it, and the more imperative action of detecting which button the user has pressed is trivial to implement.&lt;/p&gt;

&lt;h5&gt;
  
  
  GameRoot3D.cs
&lt;/h5&gt;



&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight csharp"&gt;&lt;code&gt;&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;System.Collections.Immutable&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core.Events&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Core.State&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="k"&gt;using&lt;/span&gt; &lt;span class="nn"&gt;Godot&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;namespace&lt;/span&gt; &lt;span class="nn"&gt;Shell.Nodes&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;partial&lt;/span&gt; &lt;span class="k"&gt;class&lt;/span&gt; &lt;span class="nc"&gt;GameRoot3D&lt;/span&gt; &lt;span class="p"&gt;:&lt;/span&gt; &lt;span class="n"&gt;Node3D&lt;/span&gt;
&lt;span class="p"&gt;{&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt; &lt;span class="n"&gt;_state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;WorldState&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;New&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;[&lt;/span&gt;&lt;span class="n"&gt;Export&lt;/span&gt;&lt;span class="p"&gt;]&lt;/span&gt;
    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="n"&gt;Label3D&lt;/span&gt; &lt;span class="n"&gt;_label&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="k"&gt;null&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Ready&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="nf"&gt;Render&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt; 
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;public&lt;/span&gt; &lt;span class="k"&gt;override&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;_Process&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="kt"&gt;double&lt;/span&gt; &lt;span class="n"&gt;delta&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;inputs&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="nf"&gt;GatherInputs&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;inputs&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;IsEmpty&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="k"&gt;return&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

        &lt;span class="n"&gt;_state&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;inputs&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Aggregate&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;_state&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;Simulation&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Update&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
        &lt;span class="nf"&gt;Render&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;static&lt;/span&gt; &lt;span class="n"&gt;ImmutableList&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;&lt;/span&gt; &lt;span class="nf"&gt;GatherInputs&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="kt"&gt;var&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="n"&gt;ImmutableList&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;CreateBuilder&lt;/span&gt;&lt;span class="p"&gt;&amp;lt;&lt;/span&gt;&lt;span class="n"&gt;CInputEvent&lt;/span&gt;&lt;span class="p"&gt;&amp;gt;();&lt;/span&gt;
        &lt;span class="k"&gt;if&lt;/span&gt; &lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;Input&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;IsActionJustPressed&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="s"&gt;"ui_enter"&lt;/span&gt;&lt;span class="p"&gt;))&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;Add&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="k"&gt;new&lt;/span&gt; &lt;span class="nf"&gt;Increment&lt;/span&gt;&lt;span class="p"&gt;());&lt;/span&gt;
        &lt;span class="k"&gt;return&lt;/span&gt; &lt;span class="n"&gt;events&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="nf"&gt;ToImmutable&lt;/span&gt;&lt;span class="p"&gt;();&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;

    &lt;span class="k"&gt;private&lt;/span&gt; &lt;span class="k"&gt;void&lt;/span&gt; &lt;span class="nf"&gt;Render&lt;/span&gt;&lt;span class="p"&gt;()&lt;/span&gt;
    &lt;span class="p"&gt;{&lt;/span&gt;
        &lt;span class="n"&gt;_label&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Text&lt;/span&gt; &lt;span class="p"&gt;=&lt;/span&gt; &lt;span class="s"&gt;$"Counter: &lt;/span&gt;&lt;span class="p"&gt;{&lt;/span&gt;&lt;span class="n"&gt;_state&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;Counter&lt;/span&gt;&lt;span class="p"&gt;}&lt;/span&gt;&lt;span class="s"&gt;"&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
    &lt;span class="p"&gt;}&lt;/span&gt;
&lt;span class="p"&gt;}&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;h3&gt;
  
  
  Conclusion
&lt;/h3&gt;

&lt;p&gt;You should be able to see how our new game architecture is helping us solve the issues of portability and extensibility by completely decoupling our game logic from whatever the current specific game project we are working on at the time.&lt;/p&gt;

&lt;p&gt;In the above example there is clearly little time and effort saved, however if you imagine larger systems implemented in this way across an entire game the power of this architecture becomes apparent.&lt;/p&gt;

&lt;p&gt;In the coming blog posts I will be using this framework in a real game example and document my progress and findings getting a player/enemy system up and running.&lt;/p&gt;

</description>
      <category>csharp</category>
      <category>functional</category>
      <category>godot</category>
      <category>gamedev</category>
    </item>
    <item>
      <title>Blog: FCIS in Godot</title>
      <dc:creator>Samuel Burford</dc:creator>
      <pubDate>Mon, 18 May 2026 19:47:39 +0000</pubDate>
      <link>https://dev.to/sammburr/blog-fcis-in-godot-4475</link>
      <guid>https://dev.to/sammburr/blog-fcis-in-godot-4475</guid>
      <description>&lt;p&gt;&lt;em&gt;My journey exploring a more functional approach in game development.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Functional Core Imperative Shell&lt;/strong&gt;, &lt;a href="https://www.destroyallsoftware.com/screencasts/catalog/functional-core-imperative-shell" rel="noopener noreferrer"&gt;Gary Bernhardt&lt;/a&gt;, is an excellent way to create testable, portable and most notably; extensible core game logic, away from the side-effecting horrors of the Godot runtime.&lt;/p&gt;

&lt;p&gt;In this blog I'll be documenting my findings and progress.&lt;/p&gt;

&lt;p&gt;Get started reading &lt;a href="https://dev.to/sammburr/fcis-in-godot-2433"&gt;here&lt;/a&gt;.&lt;/p&gt;

</description>
      <category>godot</category>
      <category>functional</category>
      <category>csharp</category>
    </item>
  </channel>
</rss>
