jmquigs
https://github.com/jmquigs/ModelMod
I posted this as a "Show HN" a few months ago. It's awesome because for the vast majority of commercial games, there is no way to customize the art, since the Developer doesn't provide an end-user art pipeline. There are older programs that allow texture customization, but as far as I know, ModelMod is the first program that lets you snapshot models, edit them, and the reload the edited version in game.
Currently I'm working on CoreCLR support (a lot of the code is F#) and experimenting with pixel shader transplants.
Typecheck happens early, with borrow-checking following soon after, so you get feedback on errors fast, and thus only end up waiting when the compiler is happy with your code. Still, it may be an issue for people who like to do TDD or need to do a lot of run-time verification.
For a big project you'd probably need to split it up into multiple crates to "emulate" incremental compilation, at least until it is supported by the build system.
1) really fast compilation speed
2) goroutines
3) gofmt
But I learned F# after learning Go, and it felt like I was walking out of Plato's cave. Its hard to use a Go-like language after using the ML-style features described in this post.
Most modern static languages shift the debugging from run-time to compile-time, which is a huge win in my opinion, but Go does not do this. You don't even need to go "pure functional" to get the benefits (as in Haskell), Rust/F#/OCaml are fine.
Phelps, for example, has an unusual cadence in his freestyle stroke at the end of the 200IM. He takes two strokes and then pauses for a brief period; its like a polska rhythm. Maybe some part of this is creating a void in front of him. Its visible in this video (around 2:03 https://www.youtube.com/watch?v=3cjwuJiwevo)
I think people who pay for games should be able to do all types of mods, but developers often think otherwise, or, maybe they just don't have time to build mod support into the game.
I've also used it for removal. For instance, some games have your character wearing backpacks and the like, which annoy me. So I delete them.
I'm curious to see what real artists will be able to do with it. I'm hoping I can get some better demos from them.